Two weeks ago
- “Triple Threat” Josh Collinsworth has a brand new daily puzzler game called Tupo. On it’s surface it looks like a simplified 4×4 Sudoku block but with colored squares. That is the foundation for a simple ruleset: Every row and column contains each number exactly once Every row...
About a month ago
- If I’ve been missing from the internet it’s because I’ve been spending my evenings grinding on a game from Butterscotch Shenanigans called How Many Dudes? Hot off the heels of the release of their massive multi-year sequel project Crashlands 2, the family+ operation at BS turned...
2 months ago
- Aug 17, 2026 Quake Shareware, a CD-ROM just a little too full In the mid-90s the coolest thing to buy for a PC, besides the incredibly expensive Intel Pentium, was a CD-ROM drive. With their capacity of 640 MiB (three times the storage of PC HDD at the time), CDs allowed...
- Back in 2024 I tweeted screenshots of a game concept generated by GPT-3 and some concept “art” created using DALL-E. Today, on the fourth anniversary of that tweet, I decided …
- Back in 2022 I tweeted screenshots of a game concept generated by GPT-3 and some concept “art” created using DALL-E. Today, on the fourth anniversary of that tweet, I decided …
3 months ago
- I’ve been on a posting spree recently and I’m excited to get out some of these links I’ve been sitting on for a bit. Lots of fun ones here—enjoy! Print Gallery of an Artist A little platforming game that takes place inside recursive spaces. As a player, I found it beautiful,...
5 months ago
- June 1, 2026 The art and engineering of Silpheed The 90's was a decade of considerable improvement in the world of video-game consoles[1]. Each new model brought advanced processing power and better graphics without compromise. The mid-90s emergence of CD-ROM drives however was...
- June 1, 2026 The art and engineering of Sega CD Silpheed The 90's was a decade of considerable improvement in the world of video-game consoles[1]. Each new model brought advanced processing power and better graphics without compromise. The mid-90s emergence of CD-ROM drives...
- Bipedal vs quadrupedal: how many legs This is about the number of legs the creature walks on. Bipedal. Two legs. Humans, ostriches, T-rex, kangaroos, most fantasy humanoids. Quadrupedal. Four legs. Do...
- Intro You hear "lerp" and "smoothstep" everywhere in game dev. They sound like math jargon. They're not. Both are small tools that do the same job: smoothly move from one value to another. The problem...
- What is Kinematics Kinematics is the math field. It's the study of how things move without worrying about forces (which would be dynamics). FK and IK are the two branches: forward kinematics and inver...
- Intro Textures are usually the biggest cost in a 3D scene. Memory, bandwidth, and load time all get eaten by them. Resizing them is the obvious lever. There's more. This post is about the less obvious...
- The problem: collision is everywhere in games Every game has to answer one question over and over: did this thing touch that thing? Did the bullet hit the enemy? Did the player land on the platform? D...
- Intro Think back to the last game you played that felt good. What happened when you jumped? Did the camera move a little? Did your character squish for a moment before launching? What happened when yo...
6 months ago
- Intro You built a game on the web. It runs at 60 fps on your laptop. You open it on your phone and it stutters, overheats, or just crashes. Same code, same scene, completely different result. This pos...
- What a decal is A decal is a flat texture stuck onto an existing 3D surface. It doesn't add new geometry. It just paints something on top of what's already there. Bullet hole on a concrete wall? Decal...
- 1. The Core Insight: 2D Is 3D With a Flat Camera A modern 2D game is rendered by a 3D engine. Every sprite is a flat rectangle (a quad) in 3D space. Every tile is a quad. Every UI element is a quad. T...
- 1. Sprite A 2D image with transparency, drawn in the world with a transform. A sprite is the atomic unit of 2D games. The image data is just a PNG. What makes it a sprite is how it's used: positioned...
- Introduction You know what a 3D mesh is. You know what a skeleton is. There is a thing in the middle that connects them. That thing is skinning. And it makes or breaks how a character looks when it mo...
- Introduction A while ago I started wondering how games make sound feel like it's coming from a real place. Like in Counter-Strike when you can hear someone walking through a room two corridors over, o...
- What's a voxel? A voxel is to 3D what a pixel is to 2D. A pixel is a tiny square in a 2D image. A grid of pixels makes a picture. Your screen is a grid of pixels. Zoom into any photo and you see them....
- Introduction I hit an error like this: KTX2 texture decoded to 512x286, which is incompatible with block size 4x4 I assumed the texture needed to be square (width = height). That was wrong. Where the...
- Introduction This guide assumes you know nothing. We're starting from the actual beginning. By the end, you'll understand what trig is, why it matters for games, and you'll know the handful of formula...
- First, what problem are we even solving? Before we talk about SDFs, let's talk about how 3D graphics normally work. Take a round ball in any video game. Looks smooth, right? It's not. If you zoom in c...
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