// devlog — latest posts
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Game Programming · April 12, 2026
Building a Simple Game Loop for a 2D Shmup
Every game runs on a loop: read input, update state, render, repeat. Getting that loop right is more subtle than it looks. Here is a practical breakdown, with code sketches, for a basic shoot-em-up architecture.
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Open Source · April 19, 2026
GPL Licensing for Games: What It Means in Practice
Releasing a game under the GPL is not the same as releasing a library under it. Art assets, music, and engine code create overlapping licensing questions. A plain-language guide to what the GPL actually requires for a game project.
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Genre History · April 26, 2026
A Brief History of Shoot-'Em-Ups: From Space Invaders to Touhou
Shmups have a richer history than their reputation as quarter-munchers suggests. From fixed shooters through scrolling space games to the bullet-hell wave, the genre has been in constant technical and artistic evolution.
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Shmup Design · May 10, 2026
Bullet-Hell Patterns Explained: Rings, Fans, and Spirals
Bullet-hell games are not random chaos. They use a small vocabulary of geometric patterns to create readable, learnable challenges. A breakdown of the most common formations and the design logic behind them.
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Shmup Design · May 3, 2026
What Makes a Great Shoot-'Em-Up
Great shmups share a few non-negotiable qualities: responsive controls, readable bullet patterns, and feedback loops that reward skilled play. Here is what separates the memorable from the merely competent.