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Pool-like datastructures are incredibly practical, especially when combined with generational handles.
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Compilation speed is really important.
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Let’s say you’re working on a procgen system, or a similar problem where you combine multiple iterative algorithms to get visual results.
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I recently ran into a NaN propagation bug in my gameplay code, which required a bit more effort than usual.
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Some time ago I wrote a blog post about the tick setup in my engine, why and how I use fixed timestep update loops.
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Note: this was initially supposed to be my first supporter-only Patreon post.
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Fix your Timestep!
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This is a short blog post about something I’ve had to implement recently: editor undo/redo functionality.
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Solar Storm is an upcoming tactical sci-fi artillery game.
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Few months ago, I made a level editor mod for Shady Knight, an action game with lots of movement, parkour and combat.
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Dungeon of Quake is a Quake-like FPS, using Odin and Raylib github DoQ is currently in Alpha version - there are still a lot of bugs to fix and features to add.