Game engine architecture for small 2D engines, layer by layer
Game engine architecture for small 2D engines: the six layers, how data flows through one frame, immediate versus retained APIs, and where game state should live.
by Tendai Mukwena
Game engine architecture for small 2D engines: the six layers, how data flows through one frame, immediate versus retained APIs, and where game state should live.
by Tendai Mukwena
How to make a game engine in Rust without drowning: a window and a loop, input, quads, textures, a scene and audio last, plus what to skip and when not to bother.
by Kasimir Lund
How to make pixel art for a 2D game: choosing a canvas size and palette, drawing a first sprite, outlines, clusters, hand anti-aliasing and clean export.
by Jun Takemura
Comfy 0.4 brings roughly 4x faster sprite drawing, built-in culling, a SpatialHash helper and screenshot capture. How culling works and why your game does it best.
by Kasimir Lund
Comfy 0.3 drops lifetimes from game state and adds user fragment shaders, its own TTF text, a perspective camera and LDtk. Why each matters in a 2D engine.
by Odalys Brisco
Comfy 0.2 drops the EngineContext parameter for global functions and turns bloom off by default. A look at the change and the context versus globals debate.
by Tendai Mukwena
Comfy, a new open-source 2D Rust engine on wgpu, ships v0.1 with an immediate-mode API, globals by design and a small ECS. What it does and who it suits.
by Kasimir Lund