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Assorted cables and wires


HELLO THERE

Welcome to my blog!

I’ve been dabbling in game development as an hobby in the past couple of years.
I built a point & click adventure game engine using LÖVE and made three short
games with it, and I’m currently working on making a revised game engine from
scratch in C++.

I plan to use this blog as my “box of assorted cables and wires” (hence the
name) where I write about various things that I learn how to do as I work on my
engine and games, both as a way of remembering how they work when I inevitably
forget and to share them with other people who may be trying to solve the same
problems.

 * mastodon
 * itch.io
 * codeberg
 * rss feed

 1. May 16, 2024
    
    
    SAVEGAMES
    
    Savegames. I avoided them with the first three Ines games with the (barely
    defendable) excuse that they are short enough to be ok without them. Our
    latest point & click adventure game The founders of …
 2. May 8, 2024
    
    
    SMOOTH PIXEL-PERFECT PARALLAX SCROLLING
    
    Introduction The latest entry in my series of adventure games (currently in
    progress) is the first to have long backgrounds with scrolling and parallax.
    The game (with the exception of the cursor) is all …
 3. August 16, 2023
    
    
    HOW I SET UP MY GAMES FOR TRANSLATION
    
    Introduction I’m currently in the process of translating my latest
    game, so I decided to write about the system I’m using to make things
    simpler for myself. I’m doing this for two reasons: It …
 4. April 30, 2023
    
    
    USING SDL2 TO MOUNT AN ARCHIVE FROM THE ANDROID APK ASSETS WITH PHYSICSFS
    
    Introduction The C++ game engine that I’ve been working on stores game
    data in a custom binary archive that I mount using PhysicsFS in order to
    access individual files. On the desktop version of the …
 5. April 30, 2023
    
    
    HOW TO EASILY BUILD A MACOS APPLICATION WITHOUT A MAC BY USING CI/CD TOOLS
    
    Introduction I’ve been making a C++ game engine from scratch in the
    past few months, and one of the first things I worked on after getting the
    basics working was making sure that the engine compiled and …

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