Pixel art background layers and parallax scrolling in code
How to paint a pixel art background with depth: value and saturation by layer, tileable strips, a parallax factor table and parallax scrolling code.
by Jun Takemura
System
wgpu, shaders, lighting, cameras, post-processing and the maths of a 2D frame.
How to paint a pixel art background with depth: value and saturation by layer, tileable strips, a parallax factor table and parallax scrolling code.
by Jun Takemura
A pixel art camera that stays crisp: render to a low resolution target, scale by integers, snap to the pixel grid and follow the player without shimmer.
by Odalys Brisco
A friendly map of wgpu for game developers: instance, adapter, device, queue, surface, pipelines and bind groups, then the path to a textured quad and first errors.
by Odalys Brisco
How to light a 2D game with HDR render targets, additive lights, tonemapping and bloom, with small WGSL snippets and a worked example for each pass in the chain.
by Odalys Brisco
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