Bookmarks

Hacking Raylib

Live-coding session in C that modifies and debugs Raylib to extend the Musializer project, covering real-time rendering techniques, event handling, and practical graphics-oriented engineering workflows.

My Retro 3D Engine is Ready

Elite: "The game that couldn't be written"

Deep dive into the 8-bit game Elite, showing how procedural generation, split-screen 3D, back-face culling and tight 6502 assembly fit a full universe into 22 KB, highlighting graphics techniques and extreme optimization on limited hardware.

No, I Made The Hardest Game Ever

Code walkthrough of my game written in x64 assembly

Detailed code walk-through of a game engine in x64 assembly provides valuable low-level programming insight.

Dennis Gustafsson – Parallelizing the physics solver – BSC 2025

Conference talk detailing techniques for parallelizing a physics solver; highly relevant to concurrency and performance optimization in software engineering.

Grounded II: Making The Last of Us Part II

Feature-length documentary exposing the production pipeline, tools, and design decisions behind Naughty Dog’s The Last of Us Part II.

How Particle Life emerges from simplicity

Shows how simple inter-particle attraction/repulsion rules give rise to complex “Particle Life” behaviors, with open-source code for experimentation.

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