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blog.eamonnmr.com
| | phoboslab.org
4.2 parsecs away

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| | [AI summary] The blog post discusses the development of Underrun, a JavaScript-based WebGL twin stick shooter game created for the js13kGames competition with a strict 13kb file size limit, focusing on techniques for optimizing graphics, audio, and code to meet the size constraints.
| | www.winstoncooke.com
6.5 parsecs away

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| | etodd.io
6.2 parsecs away

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| | You've probably heard the whole "don't make engines, make games" shtick. As I progress I am learning another important lesson: tools are the most important aspect of any project, gameorengine. Whether you're rolling a custom engine or shopping around for middleware, tools should be absolutely top priority. Seriously. The question should not be "how many shiny graphics techniques can I incorporate?". It should be "how easy is it to create content for this game?". Content is the center of every game, whether that content is an AI algorithm, a map layout, or an art asset. If the content pipeline is even a little inefficient, it will prevent you from making the game you want to, whether you realize it or not. If you have to jump through hoops to create a new lev...
| | gameinformer.com
30.2 parsecs away

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| Our early impressions of Analogue's latest retro machine are very positive.