Optimizing OpenGL performance with apitrace

Posted on Thu 22 March 2018 in Gamedev

Today's post is for the programmers: it's a bit technical. I finally solved a long-standing performance issue  in Happy Usagi, and I thought I'd share my notes.

The issue

This was the problem: Happy Usagi was sometimes a bit jittery or choppy. The graphics weren't entirely smooth, there was a …


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Tips for beginning speedhackers

Posted on Mon 25 September 2017 in Gamedev

This is the second part of my series about Speedhacking. Last week I looked at the reasons why you should participate, now I'm going to give some tips for beginners.

Are you going to join a speedhack, or other type of game jam, for the first time? Here are some …


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The Many Benefits of Speedhacking

Posted on Sun 17 September 2017 in Gamedev • Tagged with Speedhack

Speedhacks (a.k.a Game jams), are competitions where you design and implement a complete game, from scratch, in an extremely short time limit (typically one weekend, or 72 hours). I'm a frequent participant and organizer of these events for the Allegro community (including the upcoming TINS competition, more on …


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Implicit Tutorials (Notes from Indie Game Show & Tell)

Posted on Tue 20 June 2017 in Gamedev

When I discussed educational games, I omitted one very common type:  games that teach you how to play the game itself.

Last week I participated in the Indie Game Show & Tell in Amsterdam. And there I learned about self-explanatory games, and also the fact that Happy Usagi currently sucks at …


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