2048: A close look at the source
An analysis of the 2048 game's source code, focusing on its MVC architecture and the process of creating a word-based variant.
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.
A technical walkthrough of implementing a game loop and UI system in Clojure, inspired by a roguelike tutorial.
A developer documents writing a roguelike game in Clojure, covering project setup, libraries, and initial code.
A developer shares and analyzes the results of their game 'Sat-E' from the Ludum Dare 22 game jam competition.
A developer's postmortem analysis of creating the game 'Sat-E' for the Ludum Dare 48-hour game jam, covering lessons learned and feedback.
A developer created a game called Sat-E for the Ludum Dare 22 game jam, inspired by the theme 'Alone' and Wall-E.
A developer announces their participation in Ludum Dare 22, outlining their tech stack (C++, SFML, sfxr, LMMS) for the game jam.