» Tag
game-development
14 postsThree Years of AI Disclosures on Steam: A 53,600-Game Census
Steam census of 53,600 games (2023-2026) shows AI disclosures rising to ~33% of releases, but AI titles still underperform non-AI games commercially.
Building an 8-Bit RPG With Zero Image or Audio Files
Pixel Quest is a browser RPG with no image or audio assets—sprites are painted from string grids and music is synthesized live via WebAudio.
DOOMQL: A Doom-like FPS Where SQL Renders Every Pixel
DOOMQL is a terminal-based Doom-like FPS where SQL queries handle all game logic and pixel rendering, with a live SQL audit tool included.
CommitBrief — AI code reviews, right in your terminal
A provider-agnostic, local-first CLI that reviews your staged changes, a historic range, or a whole GitHub pull request. Zero telemetry, no server. Free and open source.
commitbrief.comHow I Built an MLP Evaluator for a Novel Board Game
Learn about the MLP evaluator developed for the Larss game and its outcomes.
Sentry Adds Automatic Performance Metrics to Unreal SDK
Sentry's Unreal SDK 1.11.0 now auto-collects FPS, frame time, network health and memory data, giving teams real visibility into live player performance.
Corners Don't Look Like That: Insights on Screenspace Ambient Occlusion
Explore the pitfalls of screenspace ambient occlusion (SSAO) and its visual implications.
Developing a Real-Time DPS Meter for Aion 2
A real-time DPS meter for Aion 2 uses Rust and Tauri to analyze game TCP traffic.
Using Rust Code from Unity for High Performance
Utilizing Rust libraries in Unity can dramatically boost performance for C# code.
Limn Engine: display.perform() and the hidden fake canvas
Limn Engine's advanced guide explains display.perform(), the dual-canvas rendering pipeline, and why TileMap rendering depends entirely on it.
Procedural Pixel-Art Grass in Rust and WebGPU
Jarl explains how to create pixel-art grass using Rust and WebGPU. Details on procedural methods and performance optimizations are included.