#gamedev

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Soup Raiders Goes Native: What You Gain by Building Your Own Game Engine | Elias Farhan

https://eliasfarhan.ch/gamedev/cpp/2026/08/14/srnative-01-why-a-custom-engine.html
This post grew far beyond my original idea, but I wanted to set out my thoughts on building a custom engine before delving into the technology itself. Building an engine takes time, but it gives us control over how the game loads and updates, removes engine-licence fees, and teaches us about asset compilation, rendering, and optimisation. We can even expose parts of the engine to players, allowing them to improve the game or create mods (and potentially entirely new games) with our technology. After Unity’s runtime-fee announcement, technological independence became an even more important concern for game developers.

Correlated randomness in Slay the Spire 2 - Andy Tockman

https://tck.mn/blog/correlated-randomness-sts2/
Briefly, in Spire 1, the game used several distinct pseudorandom number generators, to prevent e.g. randomness within a combat from influencing future card rewards. However, they were all initialized to the same starting state, which meant they produced the same sequence of numbers. A crafty player could therefore pay attention to the results of past random events and gain information about future random events.

I hotreload Rust and so can you | Kampffrosch's blog

https://kampffrosch94.github.io/posts/hotreloading_rust/
What I really want is to use Rust as a scripting language that I can hotreload. Even if its just for development. This way the API would stay simple, types could be shared directly and marshalling costs either don’t exist or are minimal. And this is exactly what I am going to show how to set up now.

Making Video Games in 2025 (without an engine) - Noel Berry

https://noelberry.ca/posts/making_games_in_2025/
When I share stuff I'm working on, people frequently ask how I make games and are often surprised (and sometimes concerned?) when I tell them I don't use commercial game engines. There's an assumption around making games without a big tool like Unity or Unreal that you're out there hand writing your own assembly instruction by instruction.

Whimsy by Ct.js

https://ctjs.itch.io/whimsy?utm_source=FuckOff&utm_medium=FuckOff
Whimsy is a small game engine and a fantasy console for making interactive stories where you can navigate the worlds you create and talk with stuff! Whilst simple in nature, the toolset allows making narrative-driven exploratory games with no prior experience in game development.

Supercharging Game Development with GitHub Copilot

https://timmykokke.com/blog/2025/2025-03-31-gamedev-with-copilot/?utm_source=FuckOff&utm_medium=FuckOff
Over the past year, AI-powered development tools have completely transformed how I build games. GitHub Copilot has become an essential part of my workflow when developing WebXR games with Wonderland Engine. Today, I want to share how I leverage Copilot to streamline my game development process and some practical tips to make it work better for your specific needs.

Oasis

https://oasis-model.github.io/
Oasis takes in user keyboard input and generates real-time gameplay, including physics, game rules, and graphics. You can move around, jump, pick up items, break blocks, and more. There is no game engine; just a foundation model.

SAM: Software Automatic Mouth

https://www.simulationcorner.net/index.php?page=sam
Sam is a very small Text-To-Speech (TTS) program written in C, that runs on most popular platforms. It is an adaption to C of the speech software SAM (Software Automatic Mouth) for the Commodore C64 published in the year 1982 by Don't Ask Software (now SoftVoice, Inc.). It includes a Text-To-Phoneme converter called reciter and a Phoneme-To-Speech routine for the final output. It is so small that it will work also on embedded computers. On my computer it takes less than 39KB (much smaller on embedded devices as the executable-overhead is not necessary) of disk space and is a fully stand alone program.

Creating an RSS Reader in Godot Engine (part 1) – Andrew Wooldridge – Medium

https://medium.com/@triptych/creating-an-rss-reader-in-godot-engine-part-1-3abe0068b6b1
This article will discuss my own efforts to create a simple application using Godot Engine — specifically an RSS reader. It’s probably one of the more common simple applications one might create for a given framework — which tests out things like networking, parsing, rendering, and saving preferences.

Rocket - A Rust game running on WASM

https://aochagavia.github.io/blog/rocket---a-rust-game-running-on-wasm/
After seeing the examples on hellorust.com, I thought it would be interesting to try to adapt my game Rocket to work on the browser through the wasm32-unknown-unknown target. The project was a great way to figure out how far you can go when porting a project that is a bit more complex than a hello world. I was pleasantly surprised by the fact that most of the code could be reused. Particularly, the game logic code was barely touched at all.

Rocket - A Rust game running on WASM

https://aochagavia.github.io/blog/rocket---a-rust-game-running-on-wasm
After seeing the examples on hellorust.com, I thought it would be interesting to try to adapt my game Rocket to work on the browser through the wasm32-unknown-unknown target. The project was a great way to figure out how far you can go when porting a project that is a bit more complex than a hello world. I was pleasantly surprised by the fact that most of the code could be reused. Particularly, the game logic code was barely touched at all.