This blog has been moved to Github Pages!
The title pretty much says it all, the blog is moving to the following site: https://lajbert.github.io/ Please follow me there, this page is going to shut down soon.
The title pretty much says it all, the blog is moving to the following site: https://lajbert.github.io/ Please follow me there, this page is going to shut down soon.
As I promised earlier, we are going to take a look at how to develop a game in MonoGame targeting multiple platforms at the same time, using Visual Studio 2019. It may seems like a nuisance first, but once you’ve experienced the pain of deploying a game to mobile that you have originally developed to […]
As I’ve mentioned a few months ago, I’ve started working on a mobile game with my engine. The first step of this is to prepare the engine to work on mobile, so I’ve been pretty busy with that lately. I’m using the platformer game example to test my game on mobile, and so far, after […]
Now that my studies are done (for a while at least), I’m investing my free time into creating an actual game! It’s going to be a small puzzle game using Monolith Engine. This will be my first commercial release and it’s only going to utilize only a small fraction of what the engine can do […]
I’ve been through hell of a months lately, but I’m back to business now. I’ve managed to acquire my Computer Science degree (better late than never…) which means I had also finished my bachelor’s thesis regarding 2D video game engine development using MonoGame. I will share this document publicly, hopefully some people can benefit from […]
Finally, here it is: the second part of the movements and collisions tutorial series, this is where we will discuss, how to do collision checks inside the FixedUpdate. If you did not read my article about fixed timesteps and movements, read both of them now, because you’ll need them for this tutorial.If you don’t have […]
I made a promise in my last article to explain how you can have guaranteed collision detection while using fixed timesteps even with 30 FPS. This article is the first of a two part series that will deliver this promise:This time we are going to move our rectangle around with a juicy, smooth movement that […]
There is a famous article circling the internet since more than 15 years now: Glenn Fiedler’s Fix your Timestep!, which is basically the 101 of fixed timesteps explanations. However, it might difficult for a beginner to understand and implement it, so I’ve decided to provide a beginner friendly starter implementation and some use cases. If […]
The day has arrived when I published my first ever game demo showcasing the capabilities of the engine I’m developing.It’s a simple platformer game demo, which demonstrates typical scenarios for a platformer game. This doesn’t utilize everything in the engine, but still gives a pretty good idea of what to use and what it can […]
Another great news: my open source 2D game engine went public!Originally I was planning to work on it for a few more weeks at least before opening it up, but since Ludum Dare 48 Compo event happened last weekend, where contestants had to make a game alone in 48 hours (including graphics and audio) with […]