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    <title>links.lmorchard.com - #gamedev</title>
    <link>/tags/gamedev/</link>
    <description>Recent bookmarks tagged #gamedev</description>
    <lastBuildDate>Mon, 02 Nov 2026 08:24:48 +0000</lastBuildDate>
    <item>
      <title>Soup Raiders Goes Native: What You Gain by Building Your Own Game Engine | Elias Farhan</title>
      <link>https://eliasfarhan.ch/gamedev/cpp/2026/08/14/srnative-01-why-a-custom-engine.html</link>
      <description>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.&lt;br/&gt;&#xA;&lt;p&gt;&lt;strong&gt;Tags:&lt;/strong&gt; #dev #gamedev #gaming&lt;/p&gt;</description>
      <pubDate>Sat, 15 Aug 2026 02:16:11 +0000</pubDate>
      <guid isPermaLink="false">linkding-ssg:bookmark:38685</guid>
      <category>dev</category>
      <category>gamedev</category>
      <category>gaming</category>
    </item>
    <item>
      <title>Correlated randomness in Slay the Spire 2 - Andy Tockman</title>
      <link>https://tck.mn/blog/correlated-randomness-sts2/</link>
      <description>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.&lt;br/&gt;&#xA;&lt;p&gt;&lt;strong&gt;Tags:&lt;/strong&gt; #gamedev #gaming #random #slaythespire&lt;/p&gt;</description>
      <pubDate>Fri, 19 Jun 2026 20:10:36 +0000</pubDate>
      <guid isPermaLink="false">linkding-ssg:bookmark:38589</guid>
      <category>gamedev</category>
      <category>gaming</category>
      <category>random</category>
      <category>slaythespire</category>
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    <item>
      <title>Rivalis — Open-source real-time framework for Node.js</title>
      <link>https://rivalis.dev/?utm_source=gamedevjsweekly&amp;utm_medium=email</link>
      <description>Build real-time multiplayer for Phaser, PixiJS, Three.js, or any browser game. Open-source Node.js framework — rooms, actors, typed binary protocol. Free for commercial use, forever.&lt;br/&gt;&#xA;&lt;p&gt;&lt;strong&gt;Tags:&lt;/strong&gt; #gamedev #networking #tools #webdev&lt;/p&gt;</description>
      <pubDate>Fri, 19 Jun 2026 17:55:29 +0000</pubDate>
      <guid isPermaLink="false">linkding-ssg:bookmark:38587</guid>
      <category>gamedev</category>
      <category>networking</category>
      <category>tools</category>
      <category>webdev</category>
    </item>
    <item>
      <title>staniks.github.io - Catlantean 3D - Making Graphics Like It&#39;s 1993</title>
      <link>https://staniks.github.io/articles/catlantean-3d-blog-1/?utm_source=gamedevjsweekly&amp;utm_medium=email</link>
      <description>My goal was to build a complete, shippable first-person shooter using techniques that were common in the early 90s, while allowing myself the luxury of using a modern compiler and a platform abstraction layer.&lt;br/&gt;&#xA;&lt;p&gt;&lt;strong&gt;Tags:&lt;/strong&gt; #catlantean3d #gamedev #gaming #retro&lt;/p&gt;</description>
      <pubDate>Mon, 15 Jun 2026 22:35:36 +0000</pubDate>
      <guid isPermaLink="false">linkding-ssg:bookmark:38578</guid>
      <category>catlantean3d</category>
      <category>gamedev</category>
      <category>gaming</category>
      <category>retro</category>
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    <item>
      <title>Picotron User Manual</title>
      <link>https://www.lexaloffle.com/dl/docs/picotron_manual.html#Podnet</link>
      <description>Podnet is a public file storage service that can be used to share pods (and other files) with other Picotron users. Any address on podnet can be read by any other user even when not logged in:&lt;br/&gt;&#xA;&lt;p&gt;&lt;strong&gt;Tags:&lt;/strong&gt; #gamedev #gaming #lexaloffle #picotron&lt;/p&gt;</description>
      <pubDate>Sat, 02 May 2026 17:42:35 +0000</pubDate>
      <guid isPermaLink="false">linkding-ssg:bookmark:38499</guid>
      <category>gamedev</category>
      <category>gaming</category>
      <category>lexaloffle</category>
      <category>picotron</category>
    </item>
    <item>
      <title>Lexaloffle Online (LXO)</title>
      <link>https://www.lexaloffle.com/lxo.php</link>
      <description>A Lexaloffle Online Pass (&#34;LXO&#34;) is included with every Lexaloffle Fantasy Console, and provides access to highscore tables and Picotron Podnet file publishing, either inside the binary versions of consoles or via web.&lt;br/&gt;&#xA;&lt;p&gt;&lt;strong&gt;Tags:&lt;/strong&gt; #gamedev #gaming #lexaloffle #lxo #pico8&lt;/p&gt;</description>
      <pubDate>Sat, 02 May 2026 17:41:39 +0000</pubDate>
      <guid isPermaLink="false">linkding-ssg:bookmark:38498</guid>
      <category>gamedev</category>
      <category>gaming</category>
      <category>lexaloffle</category>
      <category>lxo</category>
      <category>pico8</category>
    </item>
    <item>
      <title>Caves of Qud/Videos - Official Caves of Qud Wiki</title>
      <link>https://wiki.cavesofqud.com/wiki/Caves_of_Qud/Videos</link>
      <description>A collection of Freehold Games&#39;s developers&#39; talks relating to Caves of Qud at various venues.&lt;br/&gt;&#xA;&lt;p&gt;&lt;strong&gt;Tags:&lt;/strong&gt; #gamedev #gaming #procgen #qud&lt;/p&gt;</description>
      <pubDate>Fri, 06 Mar 2026 16:42:32 +0000</pubDate>
      <guid isPermaLink="false">linkding-ssg:bookmark:38360</guid>
      <category>gamedev</category>
      <category>gaming</category>
      <category>procgen</category>
      <category>qud</category>
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    <item>
      <title>I hotreload Rust and so can you | Kampffrosch&#39;s blog</title>
      <link>https://kampffrosch94.github.io/posts/hotreloading_rust/</link>
      <description>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.&#xA;&#xA;And this is exactly what I am going to show how to set up now.&lt;br/&gt;&#xA;&lt;p&gt;&lt;strong&gt;Tags:&lt;/strong&gt; #gamedev #rust&lt;/p&gt;</description>
      <pubDate>Wed, 28 Jan 2026 19:35:45 +0000</pubDate>
      <guid isPermaLink="false">linkding-ssg:bookmark:38256</guid>
      <category>gamedev</category>
      <category>rust</category>
    </item>
    <item>
      <title>KAPLAY.js, HTML5 Game library for JavaScript and TypeScript. Free &amp; Open Source.</title>
      <link>https://kaplayjs.com/</link>
      <description>KAPLAY (/ˈkæpleɪ/) is a JavaScript and TypeScript game library that makes it easy to create games for the web. It&#39;s free, open-source and fun.&lt;br/&gt;&#xA;&lt;p&gt;&lt;strong&gt;Tags:&lt;/strong&gt; #gamedev #games #webdev&lt;/p&gt;</description>
      <pubDate>Sat, 05 Jul 2025 17:57:06 +0000</pubDate>
      <guid isPermaLink="false">linkding-ssg:bookmark:29461</guid>
      <category>gamedev</category>
      <category>games</category>
      <category>webdev</category>
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    <item>
      <title>Porting Terraria and Celeste to WebAssembly</title>
      <link>https://velzie.rip/blog/celeste-wasm</link>
      <description>As much as I can justify it, this project is probably going to be useless to most people. Not many people are seriously going to play all of celeste or terraria in the browser, and the novel things we did discover along the way are probably too niche to be of any help to anyone else.&lt;br/&gt;&#xA;&lt;p&gt;&lt;strong&gt;Tags:&lt;/strong&gt; #celeste #gamedev #gaming #terraria #wasm #webdev&lt;/p&gt;</description>
      <pubDate>Sun, 01 Jun 2025 18:34:14 +0000</pubDate>
      <guid isPermaLink="false">linkding-ssg:bookmark:29495</guid>
      <category>celeste</category>
      <category>gamedev</category>
      <category>gaming</category>
      <category>terraria</category>
      <category>wasm</category>
      <category>webdev</category>
    </item>
    <item>
      <title>Making Video Games in 2025 (without an engine) - Noel Berry</title>
      <link>https://noelberry.ca/posts/making_games_in_2025/</link>
      <description>When I share stuff I&#39;m working on, people frequently ask how I make games and are often surprised (and sometimes concerned?) when I tell them I don&#39;t use commercial game engines. There&#39;s an assumption around making games without a big tool like Unity or Unreal that you&#39;re out there hand writing your own assembly instruction by instruction.&lt;br/&gt;&#xA;&lt;p&gt;&lt;strong&gt;Tags:&lt;/strong&gt; #gamedev #linux #oss&lt;/p&gt;</description>
      <pubDate>Mon, 19 May 2025 21:31:44 +0000</pubDate>
      <guid isPermaLink="false">linkding-ssg:bookmark:29506</guid>
      <category>gamedev</category>
      <category>linux</category>
      <category>oss</category>
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    </item>
    <item>
      <title>Whimsy by Ct.js</title>
      <link>https://ctjs.itch.io/whimsy?utm_source=FuckOff&amp;utm_medium=FuckOff</link>
      <description>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.&lt;br/&gt;&#xA;&lt;p&gt;&lt;strong&gt;Tags:&lt;/strong&gt; #fantasyconsole #gamedev #ifiction #web&lt;/p&gt;</description>
      <pubDate>Fri, 09 May 2025 16:28:56 +0000</pubDate>
      <guid isPermaLink="false">linkding-ssg:bookmark:29530</guid>
      <category>fantasyconsole</category>
      <category>gamedev</category>
      <category>ifiction</category>
      <category>web</category>
    </item>
    <item>
      <title>Supercharging Game Development with GitHub Copilot</title>
      <link>https://timmykokke.com/blog/2025/2025-03-31-gamedev-with-copilot/?utm_source=FuckOff&amp;utm_medium=FuckOff</link>
      <description>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.&lt;br/&gt;&#xA;&lt;p&gt;&lt;strong&gt;Tags:&lt;/strong&gt; #copilog #gamedev #github&lt;/p&gt;</description>
      <pubDate>Wed, 07 May 2025 19:15:26 +0000</pubDate>
      <guid isPermaLink="false">linkding-ssg:bookmark:29537</guid>
      <category>copilog</category>
      <category>gamedev</category>
      <category>github</category>
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    </item>
    <item>
      <title>Oasis</title>
      <link>https://oasis-model.github.io/</link>
      <description>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.&lt;br/&gt;&#xA;&lt;p&gt;&lt;strong&gt;Tags:&lt;/strong&gt; #ai #gamedev #gaming #genai #ml&lt;/p&gt;</description>
      <pubDate>Fri, 01 Nov 2024 20:49:25 +0000</pubDate>
      <guid isPermaLink="false">linkding-ssg:bookmark:29931</guid>
      <category>ai</category>
      <category>gamedev</category>
      <category>gaming</category>
      <category>genai</category>
      <category>ml</category>
    </item>
    <item>
      <title>JohnEarnest/Decker: A multimedia sketchpad</title>
      <link>https://github.com/JohnEarnest/Decker</link>
      <description>A multimedia sketchpad&lt;br/&gt;&#xA;&lt;p&gt;&lt;strong&gt;Tags:&lt;/strong&gt; #fantasyconsole #gamedev #hypercard #nifty&lt;/p&gt;</description>
      <pubDate>Thu, 17 Oct 2024 17:50:50 +0000</pubDate>
      <guid isPermaLink="false">linkding-ssg:bookmark:30402</guid>
      <category>fantasyconsole</category>
      <category>gamedev</category>
      <category>hypercard</category>
      <category>nifty</category>
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