Red Blob Games Blog
simblob.blogspot.com · Personal blog · on HN since 2009
Amit Patel writes about game development topics, including hexagonal grids, pathfinding, and procedural map generation, with interactive diagrams.
What HN saysCommenters praise Amit Patel's well-written interactive articles and recommend his Red Blob Games site for pathfinding and map generation.
27HN people shared it
11linked it in comments
68stories submitted
760story points
2 years agolast shared
2009people per year2026
Most-shared posts
- 1Introduction to Hexagons, Part 25 people · 1 points · first shared 2021 · discussion on HN
- 2Verb-Noun vs. Noun-Verb3 people · 283 points · first shared 2019 · 157 comments on HN
- 3Procedural Tree Generator2 people · 50 points · first shared 2022 · 4 comments on HN
- 4Hex Diagram Labels2 people · 29 points · first shared 2021 · 3 comments on HN
- 5Connected Components2 people · 10 points · first shared 2022 · 2 comments on HN
- 6Hexagon Conversions2 people · 5 points · first shared 2022 · discussion on HN
- 7Ten Years of Red Blob Games2 people · 5 points · first shared 2022 · discussion on HN
- 8Jobs table implementation for r/roguelikedev project2 people · 4 points · first shared 2023 · discussion on HN
- 9Improving island shaping for map generation, again2 people · 3 points · first shared 2022 · discussion on HN
- 10My Personal Information Workflow2 people · 3 points · first shared 2021 · discussion on HN
- 11Polygonal Map Generation, HTML5 Version2 people · 2 points · first shared 2017 · discussion on HN
- 12Improving island shaping for map generation2 people · 2 points · first shared 2019 · discussion on HN
- 13One Letter Variable Names2 people · 2 points · first shared 2023 · discussion on HN
- 14Explaining the Hexagon Layout Class2 people · 1 points · first shared 2023 · discussion on HN
- 15Introduction to Hexagons, Part 12 people · 1 points · first shared 2022 · discussion on HN
What HN people wrote when they linked it
jjkaczor · 2023-09-29
Am going to chime in as well - Amit is amazing and has been providing his knowledge and experience since the early 90's, when I first encountered him on FidoNet over BBS, then next on Usenet.
Regular tech blog: https://amitp.blogspot.com/
Game Dev blog: https://simblob.blogspot.com/
kibwen · 2023-09-29
RotMG has a great idea that I wish more games would copy: difficulty scales with elevation. If you want to take it easy, stick to the coasts. If you want a challenge, strike inland towards the mountains (or follow a river upstream). It's a great way of intuitively expressing difficulty ranges across a sprawling world map, and I remember being disappointed the first time that I played Skyrim that it didn't seem to do the same.
For posterity, here's Amit on map generation: https://simblob.blogspot.com/2010/01/simple-map-generation.html
amitp · 2023-09-29
This year I've mostly been updating existing pages in small ways (examples: [1] [2]). This week I've been fixing broken links, which isn't a good HN submission.
I think the best candidate is https://www.redblobgames.com/making-of/draggable/ . It's from earlier this year and hasn't been posted to HN yet (I think).
[1] https://simblob.blogspot.com/2023/04/explaining-hexagon-layout-class.h…
[2] https://simblob.blogspot.com/2023/04/improving-mapgen4s-boundaries-par…
Sillzen · 2021-11-02
For those that enjoy this style of article, Amit Patel's Red Blob Games site[0] has similarly well-written and interactive articles, mostly regarding pathfinding and map generation in games.
He also wrote an article[1] about how he creates the interactive elements of these articles, and a lot of "background" information about the articles on redblobgames.com can be found on his other blog[2].
[0] https://www.redblobgames.com/
[1] https://www.redblobgames.com/making-of/line-drawing/
[2] https://simblob.blogspot.com/
guiambros · 2025-01-06
Here's a few more, from my Feedly:
Julia Evans - https://jvns.ca/
Fabien Sanglard - https://fabiensanglard.net/
Rachel - http://rachelbythebay.com/w/
Bruce Eckel - https://bruceeckel.substack.com/ (old blog @ https://www.bruceeckel.com/)
Blobs in Games - https://simblob.blogspot.com/
Astrid dot tech - https://astrid.tech/
Brendan Gregg - https://www.brendangregg.com/blog/
Stargirl Flowers - https://blog.thea.codes/
mysterydip · 2021-02-19
For you and those that played any of the 4-7 for comparison, how was the change in map scale compared to pace of wilderness? I was reading this https://simblob.blogspot.com/2014/05/map-homunculus.html?m=1 and it shows dev reasoning for the changes, but I'm curious how gamers actually took it. Was it better before or after?
lifthrasiir · 2019-10-25
Different word order (especially, verb-noun order [1]), different syntax for affixes and adpositions, difficulty in segmentation and even the non-existence of English-like "words", ...
You can't "localize" programming languages in that way. A new programming language, probably similar in semantics but with a completely rethought syntax, is needed for the true localization.
[1] https://simblob.blogspot.com/2019/10/verb-noun-vs-noun-verb.html
gus_massa · 2019-03-02
Weird/wrong URL. Correct version: http://simblob.blogspot.com/2019/03/improving-island-shaping-for-map.h…
You should resubmit the post with the correct URL.
Sir_Cmpwn · 2018-10-06
Ah, then some useful algorithms and keywords to study would be OpenGL, voxel rendering, A* pathfinding, cellular autonoma, perlin noise, etc.
Red Blob Games has a lot of good articles covering many of these subjects, here's a few:
https://www.redblobgames.com/pathfinding/a-star/introduction.html
https://simblob.blogspot.com/search/label/noise
drabiega · 2017-09-21
Link doesn't work for me, but I found the article on the site: http://simblob.blogspot.com/2017/09/mapgen2-html5.html
kragen · 2021-02-27
(BTW, Norman's server seems to be suffering under the load; https://web.archive.org/web/20210223015500/https://www.cs.tufts.edu/~n… has your (Way)Back if you're suffering problems in accessing it.)
I've been interested in literate programming for a long time; for my self-bootstrapping PEG parser https://github.com/kragen/peg-bootstrap/blob/master/peg.md I wrote my own noweb-like system called HandAxeWeb in Lua (5.x) https://github.com/kragen/peg-bootstrap/blob/master/handaxeweb.md. It accepts input in Markdown, HTML, ReStructuredText, etc., and it's only a couple hundred lines of Lua.
For HandAxeWeb (named following the convention of StoneKnifeForth—the intent was to make it simple enough that even fairly early stages of a bootstrap could be literate programs), I wanted to be able to include multiple versions of a program in the same document, because I think it's often helpful to see the temporal development of a program from a simpler version to a more complex version. The simpler version is easier to understand and helps you focus on the most fundamental aspects of the program. https://www.youtube.com/watch?v=KoWqdEACyLI is a 5'30" screencast (not by me) of explaining the development of a Pong program in this fashion. I think it's usually easier to understand a program in this fashion than by trying to understand the final complete version bit by bit, the way something like "TeX: The Program" forces you to do.
๛
Still, generally speaking, soi-disant…