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2026
Shmup Devlog #4 - Collisions, Part Deux
Sep 18
Fast bullets were tunneling straight through enemies undetected. This post digs into why, and adds a swept collision test for every pair the simple check misses.
Shmup Devlog #3 - Collisions
Apr 26
This post is about benchmarking the collision detection system, comparing the brute-force approach to a spatial hash grid approach.
Shmup Devlog #2 - One Life Closer to Game Over
Feb 28
This post is about player lifes, re-spawning, game over, score and pre-shot animations
Shmup Devlog #1 - Weapons, Upgrades, and Damage Mechanics
Feb 8
This article is about the weapons, upgrades, and damage mechanics
Shmup Devlog #0 - No Plan, Just Bullets
Jan 26
I’ve always wanted to make a game. But I always thought that it would be too difficult. Then, one day, I thought “It can’t be that hard, right? Right?!”
2025
Loosely Coupled Game Architecture with Events and Commands
May 10
This article introduces events and commands as a way to decouple game components. A (very) basic space shooter example illustrates how the pattern can be applied in practice.
2024
Framework-Independent Game Logic with Hexagonal Architecture
Dec 30
Implementing a classic table tennis game using MonoGame, but making it so, that the game logic is independent of the framework using Hexagonal Architecture.
A* Pathfinding in 2D Games: Addendum about Cyclic Dependencies
Dec 1
Putting the grid navigation in its own class to avoid a cyclic dependency and to improve separation of concerns.
A* Pathfinding in 2D Games: From Top-Down to Side-View
Sep 4
Implementing the A* algorithm for pathfinding in a 2D side-scrolling platformer with gravity, ladders and hanging bars.
A* Pathfinding in 2D Games: A Simple Top-Down Scenario Implemented with MonoGame/KNI
Aug 24
In this article we will have a look at the implementation of the A* algorithm from the previous post with KNI, a MonoGame derivate with support for BlazorGL.
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