Sharing what I find out while building and breaking things

When I’m experimenting with code, I often stumble upon things that are just too interesting not to share. This space is dedicated to those discoveries and the stories behind them. You can also find these articles over on my Medium page.

Illustration

656KB of Vram: how I ported my game to the Nintendo DS

In a previous article, I’ve talked about Kallune (a small 2D game I made). Can’t be that hard to port to the Nintendo DS, right ? Oh boy. As it turns out, the DS is a beautiful, elegant, but incredibly stubborn piece of hardware. In this post, I’ll walk you through the reality of developing for the ARM9, the art of aggressive tile management, and how I slowly started loving chasing every microsecond of performance.

Illustration

Why you shouldn't make a game without an engine (or maybe you should?)

What's it like coding a game without an engine ? This is the question my teammates and I had to tackle when making a game from scratch for our OpenGL course. It wasn't always smooth sailing; we had to debate every piece of the architecture and solve some tricky low-level problems. This article is a deep dive the trade-offs we had to make and our key takeaways.

Illustration

I made a character creation for a role playing game

Character creation is a peculiar thing. People will spend hours getting their Sims just right, drop fortunes on Fortnite skins, or feel a genuine spark of joy when their Mii pops up in the Mario Kart crowd. There is something fundamentally cool about making an avatar your own—especially in a multiplayer world. So, naturally, I had to try and replicate that magic for my own MMO.

Illustration

Massively multiplayer worlds are fascinating

I still remember the sense of vertigo I felt as a kid, playing WoW and taking the boat from Tel’drassil to Stormwind for the first time. Ever since, I’ve been fascinated with how real and alive multiplayer open worlds can feel. But, as it turns out, building one is quite the challenge. From managing network authority to syncing state across devices : here’s what I’ve found out when trying to make my own.

Illustration

Game Telemetry: turning my friends misadventures into fun stats

I’ve always looked forward to my Spotify Wrapped; there’s just something fun about seeing your habits turned into stats. It made me wonder: could I do the same for the Starbound, Minecraft, or Factorio servers I run for my friends? To all the stat lovers out there: follow me as I figure out how to turn messy, raw server logs into something actually meaningful (and occasionally hilarious).

Illustration

Unreal : making a reusable parkour system (coming soon)

I recently dived into Unreal Engine and wanted a project that would force me to learn its core systems. I set out to build a character that could climb and wall-run on any surface. As it turns out, 'falling with style' is a lot of work. Stay tuned for a breakdown of how I tackled the logic behind the movement.