Gamedev
2026
- Collisions, Part Deux Sep 18 Fast bullets were tunneling straight through enemies undetected. This post digs into why, and adds a swept collision test that only kicks in when it’s actually needed.
- Collisions Apr 26 This post is about benchmarking the collision detection system, comparing the brute-force approach to a spatial hash grid approach.
- One Life Closer to Game Over Feb 28 This post is about player lifes, re-spawning, game over, score and pre-shot animations
- Weapons, Upgrades, and Damage Mechanics Feb 8 This article is about the weapons, upgrades, and damage mechanics
- 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
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.