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  • LogLog Games

    The article is also available in Chinese. Disclaimer: This post is a very long collection of thoughts and problems I've had over the years, and also addresses some of the arguments I've been repeatedly told. This post expresses my opinion the has been formed over using Rust for gamedev for many thousands of hours over many years, and multiple finished games. This isn't meant to brag or indicate su

    • Crafting a 13KB Game: The Story of Space Huggers

      One of my favorite game jams is the legendary Js13kGames competition, where participants have one month to make a web browser game that fits in a 13 kilobyte zip file. To put that into perspective, a floppy disk from the before times could hold 1.44 MB, enough to fit over 100 JS13K games! In 2021 the contest celebrated its 10th annual event. The theme was “Space” and there were an impressive 223 g

        Crafting a 13KB Game: The Story of Space Huggers
      • How I learned Vulkan and wrote a small game engine with it

        Comments (GitHub discussion) Comments (Hacker News) tl;dr: I learned some Vulkan and made a game engine with two small game demos in 3 months. The code for the engine and the games can be found here: https://github.com/eliasdaler/edbr This article documents my experience of learning Vulkan and writing a small game/engine with it. It took me around 3 months to do it without any previous knowledge o

        • How Kells came to be

          Available now on Steam and Nintendo Switch I started this game back in 2020 as a fun little side-project to pass the time during the pandemic with lots of help from my son. Back then we didn’t even expect it to be playable, never mind it turning into a real game with 100+ levels and being released on Steam/PC. But even after that milestone, I never dreamed my son and I would be able to play it tog

            How Kells came to be
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