#Gamedev blog archives

All about game development process

#Gamedev #OpenSource #Programming #Ramblings
Game optimization: Introduction

Game optimization: Introduction

It's impossible to have a good game when it's unresponsive, slow, has frequent FPS dips and can only work on a hardware that costs more than going to Harvard. It's also impossible to finish a game if all you ever do is tweak everything for speed. But there are ways to approach it level-headed and get great results.

Prioritizing game development

Prioritizing game development

Making a game and mindlessly working on it without a goal or while constantly moving the goalposts is easy. Easy in the sense that it doesn't involve any management or thinking ahead, you can always concentrate on here and now, sit down whenever you want and do whatever you want. And it works until one day you find yourself having no idea what to do.

Weirdtris (re)released

Weirdtris is a tetris/match-3 hybrid that I have developed some time ago, and it's time to get it out again on the website. It's flash, so you've been warned.

Post-processing shaders in Monogame

Post-processing shaders in Monogame

Shaders are not an easy thing to work with with scant and/or hard to find documentation. Post-processing shaders are not easier (but they are harder only be a really small margin) and after spending a significant amount of time working things out I decided to share it for your benefit (and mine, in case I forget things in the future).

Galaxus source code & assets + Comments

Galaxus source code & assets + Comments

Galaxus, which is a game I have rereleased not too long ago, is now available with its source code and its graphical assets, free even for commercial use (provided proper credit).

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