
game-development

August 27, 2026 So you just downloaded an animated 3D character .glb file on a free assets website. You have a basic Bevy application running. Now you want to spawn your character in your Bevy app. Easy enough, there's probably a function for that. You look up the basic Animated Mesh example on Bevy's website... and it quickly becomes apparent that things are not as simple as you've hoped. There'…

It's my first blog post out there, so excuse my typos, I'm writing all of this by hand. Do you remember that "Bowman" flash game? It's a simple archery game where the goal is just to hit your opponent. I played it a lot when I was a kid. Now that GPT-6 Astra is out, can it build a polished remake while following my guidance on art direction, game loop, and game feel. Why on Game Boy Advance ? The…
A Super Smash Bros Melee decompilation project hit its key long-standing goal a few hours ago.

Curbside devlog #1 — building a co-op car theft game in Unity 6 with a three-agent loop. Curbside is a co-op game about stealing cars badly with friends. It is currently grey boxes on a grey plane: one district, drivable streets, doors you walk to instead of menus, and one heist tier that works end to end across two machines. No art, no NPCs, no sound. This post isn't about the game. It's about t…

Shooting mechanics are deceptively simple to prototype and shockingly hard to make feel good . Any developer can spawn a projectile and check for collisions in an afternoon. But the difference between a shooting game that feels floaty and forgettable versus one that feels punchy, satisfying, and addictive comes down to a handful of technical decisions most tutorials skip entirely: hit detection p…

A game can look correct until the player presses Restart. That button is one of the fastest ways to expose hidden state. In a small browser game, I treat restart as a full lifecycle test rather than a visual reset. What restart should clear A restart should create a fresh run: player position and health; score and collected items; enemy timers and active projectiles; win and lose flags; keyboard …

Motion trails — those fading ghost copies left behind a dashing character — are one of the quickest wins for game feel. They make speed readable without any physics changes. Here's how to build one from scratch in Godot 4, then tips for turning it into a reusable component. How it works The idea is simple: every N milliseconds, take a snapshot of the character's current sprite frame and position,…

The developer explained how Godot shaders are used in the game’s creation.

Instead of building one game, I built a portal to hold many of them. All at once. I know how that sounds. I like games, not just playing them, but taking them apart to see how they work, and I've built my own little engines over the years to mess around. So when AI turned into a real force multiplier, I pointed it at the whole idea of a game portal instead of a single game. It's called PixelDen ,…
You added a GPUParticles2D , pressed Play, and the node is there in the tree — but zero particles appear. No error. Just silence. This is one of Godot 4's quietest failure modes because the engine never warns you when a particle system can't show anything. Work through these five causes in order; one of them is almost certainly it. 1. No process material assigned Symptom. Node is in the tree, the…

📜 MOKSHA Devlog — Issue #27 feat: Mobile Touch Controls — On-Screen Virtual Buttons दिनांक (Date): 2 अगस्त 2026 Issue: #27 — Mobile Touch Controls Status: ✅ Completed 🔱 संदर्भ (Context) MOKSHA अब तक केवल Keyboard और Gamepad से खेला जा सकता था। Mobile और Tablet users — जो भारत में majority हैं — के लिए गेम practically inaccessible था। शास्त्र कहता है: "इंद्रिय-स्पर्श (touch) भी एक इंद्रिय है।" Mob…

Squirrel Up! One tap. Climb. Don't stop. Spiral around an endless tree, dodge branches and wildlife, collect acorns, and unlock tiny hats. Four handcrafted biomes, original chiptune music, and no ads or tracking. One tap. Climb. Don't stop. Spiral around an endless tree, dodge branches and wildlife, collect acorns, and unlock tiny hats. Four handcrafted biomes, original chiptune music, and no ads…

Introduction Audio optimization is one of the easiest ways to reduce memory usage in Unity, yet it's often overlooked. Poor import settings can increase RAM consumption, lengthen loading times, and even introduce unnecessary CPU overhead. By choosing the right loading mode, compression format, channel configuration, and device-specific settings, you can significantly improve performance while mai…
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