Gamedev tricks used by developers

馃У origin thread In 2018 I started a thread on Twitter (later renamed X 馃檮) where I shared some game development tricks devs used to get around bugs, software, hardware and/or time constraints. Later I kept adding more posts to that thread, and there鈥檚 some cool information there. But because I now went through the process of replicating that thread on both Mastodon and Bluesky; it got me thinking, I should probably put this on my own blog, a single post, which is easier to read, also in case those websites are ever gone. If I find more I鈥檒l add them later. This page may take a bit to load due to images, gifs videos etc. ...

November 15, 2024 路 7 min 路 1414 words 路 David Amador

Quest of Dungeons turns 10 years old!

馃摑 It鈥檚 been 10 years It鈥檚 around 11 a.m. as start to type this. 10 years ago at this hour, I was at my day job, trying to focus and not be distracted by the fact that later that day, at around 18h, Quest of Dungeons was being released on Steam and iOS. For the first time, players around the world could try it. I was quite anxious about this; it had been a few years in the making, mostly nights and weekends. I had little idea of what to expect, but being on Steam was simultaneously exciting and terrifying. What if people hated it? ...

March 25, 2024 路 13 min 路 2750 words 路 David Amador

Let's take a look at SDL Game Development book

I use SDL 1.2 on my engine, but just for the window creation and input handling. That prevents me for writing boring window handling code for each platform, it just works. These days SDL can be use on almost every platform, Windows, Mac, Linux, iOS, Android. They recently launched the a new version, SDL 2.0 and I was lucky to receive a copy of SDL Game Development written by Shaun Mitchell that covers that new version. ...

July 17, 2013 路 3 min 路 493 words 路 David Amador