osu!web - WebGL & Web Audio
A developer builds a web-based version of the rhythm game osu! using JavaScript, WebGL, and Web Audio to decompress, decode, and play user-created beatmaps.
A developer builds a web-based version of the rhythm game osu! using JavaScript, WebGL, and Web Audio to decompress, decode, and play user-created beatmaps.
A developer builds a single-player Tic Tac Toe game in JavaScript/jQuery, detailing the logic for win detection and AI opponent tactics.
A developer's post-mortem on an unfinished game, 'Mining Incorporated', created for the Ludum Dare 48-hour game jam.
A developer's early morning start on Ludum Dare 29, detailing initial coding progress and challenges with a game prototype.
A developer recounts leading a team at the NASA Space Apps hackathon, focusing on preparation and iterative development to build an asteroid mining game.
A developer's entry for the Ludum Dare 29 game jam, detailing their tech stack and preparation using C++ and SFML.
An analysis of the 2048 game's source code, focusing on its MVC architecture and the process of creating a word-based variant.
A developer shares October learnings including iOS screen recording tools, HTML5 game frameworks, and JavaScript resources while navigating a job change.
A developer's journal detailing the 7-day creation of a web-based RTS game using a custom JavaScript engine, covering progress, challenges, and open-source code.
A tutorial on building a simple iOS physics game using UIKit, Interface Builder, and the Chipmunk Physics library.
A tutorial on implementing the classic Minesweeper game using Python's Matplotlib library, focusing on interactive event callbacks.
A technical tutorial on implementing region mapping for a roguelike game in Clojure, part of a series on game development.
A developer returns to participate in Ludum Dare game jam, tackling the 'Evolution' theme after a hiatus.
A developer shares progress on a Ludum Dare game jam project, a rule-changing strategy game built in C++.
Part 6 of a series on building a roguelike game in Clojure, covering refactoring, a combat system, and messaging infrastructure.
Part 5 of a series on implementing a roguelike game in Clojure, covering adding multiple entities, lichen monsters, and game mechanics.
Part 4 of a series on implementing a roguelike game in Clojure, covering refactoring, entities, protocols, player display, movement, and digging.
A technical tutorial on implementing viewport scrolling and refactoring UI drawing code for a roguelike game written in Clojure.
A technical blog post detailing the implementation of a world-smoothing algorithm using cellular automata in Clojure for a roguelike game development series.
Part 3.1 of a series on implementing a roguelike game in Clojure, covering world generation and display code.