• gridbugs
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  • Roguelike Tutorial 2020
  • Itch
  • Github
  • project

    • 2022-04-06 Rain Forest
    • 2021-03-14 Orbital Decay
    • 2020-03-08 slime99
    • 2019-03-10 Get Well Soon
    • 2018-03-10 Meters Below the Ground
    • 2017-12-10 Another Roguelike Lighting Demo
    • 2017-03-11 Apocalypse Post
    • 2017-01-07 Howl
    • 2016-12-20 Roguelike Lighting Demo
    • 2016-03-12 Skeleton Crew
    • 2016-03-01 Glacial
    • 2016-02-10 Bug Catcher
    • 2015-07-11 Top-down Sidescrolling Engine
    • 2015-07-10 Pitch Controlled Game
  • gamedev

    • 2022-04-06 Rain Forest
    • 2022-03-11 7 Day Roguelike 2022: Complete
    • 2022-03-10 7 Day Roguelike 2022: Interactions
    • 2022-03-09 7 Day Roguelike 2022: Motivation
    • 2022-03-08 7 Day Roguelike 2022: Time
    • 2022-03-07 7 Day Roguelike 2022: Content
    • 2022-03-06 7 Day Roguelike 2022: Atmosphere
    • 2022-03-05 7 Day Roguelike 2022: Bootstrapping
    • 2021-03-14 Orbital Decay
    • 2021-03-12 7 Day Roguelike 2021: Gamepad Support, Audio, Maps, Help Screen, Play Testing
    • 2021-03-11 7 Day Roguelike 2021: Enemies, Message Log, Space Gradient
    • 2021-03-10 7 Day Roguelike 2021: Weapons
    • 2021-03-09 7 Day Roguelike 2021: Upgrades
    • 2021-03-08 7 Day Roguelike 2021: Depressurisation
    • 2021-03-07 7 Day Roguelike 2021: NPCs, Pathfinding, First Level, Final Level, Projectiles, Destructible Terrain
    • 2021-03-06 7 Day Roguelike 2021: Procedural Generation, Rendering, Pretty Menus, End Text
    • 2021-03-04 7 Day Roguelike 2021: Preparation
    • 2020-03-08 slime99
    • 2020-03-06 7 Day Roguelike 2020: Day 7
    • 2020-03-05 7 Day Roguelike 2020: Day 6
    • 2020-03-04 7 Day Roguelike 2020: Day 5
    • 2020-03-03 7 Day Roguelike 2020: Day 4
    • 2020-03-02 7 Day Roguelike 2020: Day 3
    • 2020-03-01 7 Day Roguelike 2020: Day 2
    • 2020-02-29 7 Day Roguelike 2020: Day 1
    • 2020-02-29 7 Day Roguelike 2020: Plan
    • 2019-03-10 Get Well Soon
    • 2019-03-10 7 Day Roguelike 2019: Content, Plot, Polish, Publish
    • 2019-03-09 7 Day Roguelike 2019: More Enemies, More Upgrades, More Cards
    • 2019-03-08 7 Day Roguelike 2019: Character Progression
    • 2019-03-07 7 Day Roguelike 2019: Card Gameplay
    • 2019-03-05 7 Day Roguelike 2019: Card Display, Death Screen
    • 2019-03-04 7 Day Roguelike 2019: Physics and Improved Pathfinding
    • 2019-03-03 7 Day Roguelike 2019: Procgen and Basic Pathfinding
    • 2019-03-03 7 Day Roguelike 2019: Planning and Preparation
    • 2019-02-21 Procedural Generation with Wave Function Collapse
    • 2018-03-10 Meters Below the Ground
    • 2018-03-10 7 Day Roguelike 2018: Success
    • 2018-03-09 7 Day Roguelike 2018: Meters, Objectives
    • 2018-03-08 7 Day Roguelike 2018: NPCs
    • 2018-03-07 7 Day Roguelike 2018: Character Progression, Melee Combat
    • 2018-03-06 7 Day Roguelike 2018: Items, Glossary, Combat, Railgun
    • 2018-03-04 7 Day Roguelike 2018: Procgen, Visibility, Missions, Colour
    • 2018-03-04 7 Day Roguelike 2018: Day 1
    • 2018-02-15 Pathfinding on a Grid
    • 2017-12-10 Another Roguelike Lighting Demo
    • 2017-04-01 Modifying Entity Component System for Turn-Based Games
    • 2017-03-25 Programming Languages Make Terrible Game Engines
    • 2017-03-11 Apocalypse Post
    • 2017-03-11 7 Day Roguelike 2017: Success
    • 2017-03-10 7 Day Roguelike 2017: Consumables
    • 2017-03-09 7 Day Roguelike 2017: Procgen and Explosions
    • 2017-03-08 7 Day Roguelike 2017: Mechanics and Descriptions
    • 2017-03-07 7 Day Roguelike 2017: Vehicles
    • 2017-03-06 7 Day Roguelike 2017: Shopping
    • 2017-03-05 7 Day Roguelike 2017: Day 1
    • 2017-03-04 7 Day Roguelike 2017: Plan
    • 2017-01-07 Howl
    • 2016-12-20 Roguelike Lighting Demo
    • 2016-05-04 Even Separation Algorithm
    • 2016-03-12 Skeleton Crew
    • 2016-03-12 7 Day Roguelike 2016: Success
    • 2016-03-11 7 Day Roguelike 2016: Ending
    • 2016-03-10 7 Day Roguelike 2016: Polish
    • 2016-03-09 7 Day Roguelike 2016: Pathfinding
    • 2016-03-08 7 Day Roguelike 2016: Procedural Generation
    • 2016-03-06 7 Day Roguelike 2016: Day 1
    • 2016-03-05 7 Day Roguelike 2016: Plan
    • 2016-03-03 Encoding Rules for Turn-Based Games
    • 2016-03-01 Glacial
    • 2016-02-10 Bug Catcher
    • 2015-11-16 Visible Area Detection with Recursive Shadowcast
    • 2015-09-26 Cellular Automata Cave Generation
    • 2015-07-13 2D Phong Illumination in WebGL
    • 2015-07-12 Post Mortem of an Abandoned Game
  • lighting

    • 2017-12-10 Another Roguelike Lighting Demo
    • 2016-12-20 Roguelike Lighting Demo
    • 2015-07-13 2D Phong Illumination in WebGL
  • roguelikes

    • 2022-04-06 Rain Forest
    • 2022-03-11 7 Day Roguelike 2022: Complete
    • 2022-03-10 7 Day Roguelike 2022: Interactions
    • 2022-03-09 7 Day Roguelike 2022: Motivation
    • 2022-03-08 7 Day Roguelike 2022: Time
    • 2022-03-07 7 Day Roguelike 2022: Content
    • 2022-03-06 7 Day Roguelike 2022: Atmosphere
    • 2022-03-05 7 Day Roguelike 2022: Bootstrapping
    • 2021-03-14 Orbital Decay
    • 2021-03-12 7 Day Roguelike 2021: Gamepad Support, Audio, Maps, Help Screen, Play Testing
    • 2021-03-11 7 Day Roguelike 2021: Enemies, Message Log, Space Gradient
    • 2021-03-10 7 Day Roguelike 2021: Weapons
    • 2021-03-09 7 Day Roguelike 2021: Upgrades
    • 2021-03-08 7 Day Roguelike 2021: Depressurisation
    • 2021-03-07 7 Day Roguelike 2021: NPCs, Pathfinding, First Level, Final Level, Projectiles, Destructible Terrain
    • 2021-03-06 7 Day Roguelike 2021: Procedural Generation, Rendering, Pretty Menus, End Text
    • 2021-03-04 7 Day Roguelike 2021: Preparation
    • 2020-10-24 Boss fights in traditional roguelikes
    • 2020-03-08 slime99
    • 2020-03-06 7 Day Roguelike 2020: Day 7
    • 2020-03-05 7 Day Roguelike 2020: Day 6
    • 2020-03-04 7 Day Roguelike 2020: Day 5
    • 2020-03-03 7 Day Roguelike 2020: Day 4
    • 2020-03-02 7 Day Roguelike 2020: Day 3
    • 2020-03-01 7 Day Roguelike 2020: Day 2
    • 2020-02-29 7 Day Roguelike 2020: Day 1
    • 2020-02-29 7 Day Roguelike 2020: Plan
    • 2019-03-10 Get Well Soon
    • 2019-03-10 7 Day Roguelike 2019: Content, Plot, Polish, Publish
    • 2019-03-09 7 Day Roguelike 2019: More Enemies, More Upgrades, More Cards
    • 2019-03-08 7 Day Roguelike 2019: Character Progression
    • 2019-03-07 7 Day Roguelike 2019: Card Gameplay
    • 2019-03-05 7 Day Roguelike 2019: Card Display, Death Screen
    • 2019-03-04 7 Day Roguelike 2019: Physics and Improved Pathfinding
    • 2019-03-03 7 Day Roguelike 2019: Procgen and Basic Pathfinding
    • 2019-03-03 7 Day Roguelike 2019: Planning and Preparation
    • 2018-03-10 Meters Below the Ground
    • 2018-03-10 7 Day Roguelike 2018: Success
    • 2018-03-09 7 Day Roguelike 2018: Meters, Objectives
    • 2018-03-08 7 Day Roguelike 2018: NPCs
    • 2018-03-07 7 Day Roguelike 2018: Character Progression, Melee Combat
    • 2018-03-06 7 Day Roguelike 2018: Items, Glossary, Combat, Railgun
    • 2018-03-04 7 Day Roguelike 2018: Procgen, Visibility, Missions, Colour
    • 2018-03-04 7 Day Roguelike 2018: Day 1
    • 2018-02-15 Pathfinding on a Grid
    • 2017-12-10 Another Roguelike Lighting Demo
    • 2017-04-01 Modifying Entity Component System for Turn-Based Games
    • 2017-03-25 Programming Languages Make Terrible Game Engines
    • 2017-03-11 Apocalypse Post
    • 2017-03-11 7 Day Roguelike 2017: Success
    • 2017-03-10 7 Day Roguelike 2017: Consumables
    • 2017-03-09 7 Day Roguelike 2017: Procgen and Explosions
    • 2017-03-08 7 Day Roguelike 2017: Mechanics and Descriptions
    • 2017-03-07 7 Day Roguelike 2017: Vehicles
    • 2017-03-06 7 Day Roguelike 2017: Shopping
    • 2017-03-05 7 Day Roguelike 2017: Day 1
    • 2017-03-04 7 Day Roguelike 2017: Plan
    • 2017-01-07 Howl
    • 2016-12-20 Roguelike Lighting Demo
    • 2016-05-04 Even Separation Algorithm
    • 2016-03-12 Skeleton Crew
    • 2016-03-12 7 Day Roguelike 2016: Success
    • 2016-03-11 7 Day Roguelike 2016: Ending
    • 2016-03-10 7 Day Roguelike 2016: Polish
    • 2016-03-09 7 Day Roguelike 2016: Pathfinding
    • 2016-03-08 7 Day Roguelike 2016: Procedural Generation
    • 2016-03-06 7 Day Roguelike 2016: Day 1
    • 2016-03-05 7 Day Roguelike 2016: Plan
    • 2016-03-03 Encoding Rules for Turn-Based Games
    • 2016-03-01 Glacial
    • 2016-02-10 Bug Catcher
    • 2015-11-16 Visible Area Detection with Recursive Shadowcast
    • 2015-09-26 Cellular Automata Cave Generation
  • procgen

    • 2021-03-06 7 Day Roguelike 2021: Procedural Generation, Rendering, Pretty Menus, End Text
    • 2020-05-21 Conway's Game of Life on the NES in Rust
    • 2019-02-21 Procedural Generation with Wave Function Collapse
    • 2015-09-26 Cellular Automata Cave Generation
  • algorithms

    • 2019-02-21 Procedural Generation with Wave Function Collapse
    • 2018-02-15 Pathfinding on a Grid
    • 2016-05-04 Even Separation Algorithm
    • 2015-11-16 Visible Area Detection with Recursive Shadowcast
  • 7drl

    • 2022-04-06 Rain Forest
    • 2022-03-11 7 Day Roguelike 2022: Complete
    • 2022-03-10 7 Day Roguelike 2022: Interactions
    • 2022-03-09 7 Day Roguelike 2022: Motivation
    • 2022-03-08 7 Day Roguelike 2022: Time
    • 2022-03-07 7 Day Roguelike 2022: Content
    • 2022-03-06 7 Day Roguelike 2022: Atmosphere
    • 2022-03-05 7 Day Roguelike 2022: Bootstrapping
    • 2021-03-14 Orbital Decay
    • 2021-03-12 7 Day Roguelike 2021: Gamepad Support, Audio, Maps, Help Screen, Play Testing
    • 2021-03-11 7 Day Roguelike 2021: Enemies, Message Log, Space Gradient
    • 2021-03-10 7 Day Roguelike 2021: Weapons
    • 2021-03-09 7 Day Roguelike 2021: Upgrades
    • 2021-03-08 7 Day Roguelike 2021: Depressurisation
    • 2021-03-07 7 Day Roguelike 2021: NPCs, Pathfinding, First Level, Final Level, Projectiles, Destructible Terrain
    • 2021-03-06 7 Day Roguelike 2021: Procedural Generation, Rendering, Pretty Menus, End Text
    • 2021-03-04 7 Day Roguelike 2021: Preparation
    • 2020-03-08 slime99
    • 2020-03-06 7 Day Roguelike 2020: Day 7
    • 2020-03-05 7 Day Roguelike 2020: Day 6
    • 2020-03-04 7 Day Roguelike 2020: Day 5
    • 2020-03-03 7 Day Roguelike 2020: Day 4
    • 2020-03-02 7 Day Roguelike 2020: Day 3
    • 2020-03-01 7 Day Roguelike 2020: Day 2
    • 2020-02-29 7 Day Roguelike 2020: Day 1
    • 2020-02-29 7 Day Roguelike 2020: Plan
    • 2019-03-10 Get Well Soon
    • 2019-03-10 7 Day Roguelike 2019: Content, Plot, Polish, Publish
    • 2019-03-09 7 Day Roguelike 2019: More Enemies, More Upgrades, More Cards
    • 2019-03-08 7 Day Roguelike 2019: Character Progression
    • 2019-03-07 7 Day Roguelike 2019: Card Gameplay
    • 2019-03-05 7 Day Roguelike 2019: Card Display, Death Screen
    • 2019-03-04 7 Day Roguelike 2019: Physics and Improved Pathfinding
    • 2019-03-03 7 Day Roguelike 2019: Procgen and Basic Pathfinding
    • 2019-03-03 7 Day Roguelike 2019: Planning and Preparation
    • 2018-03-10 Meters Below the Ground
    • 2018-03-10 7 Day Roguelike 2018: Success
    • 2018-03-09 7 Day Roguelike 2018: Meters, Objectives
    • 2018-03-08 7 Day Roguelike 2018: NPCs
    • 2018-03-07 7 Day Roguelike 2018: Character Progression, Melee Combat
    • 2018-03-06 7 Day Roguelike 2018: Items, Glossary, Combat, Railgun
    • 2018-03-04 7 Day Roguelike 2018: Procgen, Visibility, Missions, Colour
    • 2018-03-04 7 Day Roguelike 2018: Day 1
    • 2017-03-11 Apocalypse Post
    • 2017-03-11 7 Day Roguelike 2017: Success
    • 2017-03-10 7 Day Roguelike 2017: Consumables
    • 2017-03-09 7 Day Roguelike 2017: Procgen and Explosions
    • 2017-03-08 7 Day Roguelike 2017: Mechanics and Descriptions
    • 2017-03-07 7 Day Roguelike 2017: Vehicles
    • 2017-03-06 7 Day Roguelike 2017: Shopping
    • 2017-03-05 7 Day Roguelike 2017: Day 1
    • 2017-03-04 7 Day Roguelike 2017: Plan
    • 2016-03-12 Skeleton Crew
    • 2016-03-12 7 Day Roguelike 2016: Success
    • 2016-03-11 7 Day Roguelike 2016: Ending
    • 2016-03-10 7 Day Roguelike 2016: Polish
    • 2016-03-09 7 Day Roguelike 2016: Pathfinding
    • 2016-03-08 7 Day Roguelike 2016: Procedural Generation
    • 2016-03-06 7 Day Roguelike 2016: Day 1
    • 2016-03-05 7 Day Roguelike 2016: Plan
  • meta

    • 2020-12-25 2020 Recap
    • 2018-12-30 2018 Recap
    • 2016-09-02 New Name
  • nes

    • 2023-01-21 Playing sound on the NES by directly setting its DMC output
    • 2021-03-21 Reverse-Engineering NES Tetris to add Hard Drop
    • 2020-05-21 Conway's Game of Life on the NES in Rust
    • 2019-06-20 Zelda Screen Transitions are Undefined Behaviour
    • 2019-05-08 NES Emulator Debugging
  • emulation

    • 2021-03-21 Reverse-Engineering NES Tetris to add Hard Drop
    • 2019-05-08 NES Emulator Debugging
  • unix

    • 2023-01-07 If you use a custom linker script, _start is not (necessarily) the entry point
    • 2020-12-18 NTFS on FreeBSD
    • 2020-11-29 dmenu_histogram
    • 2020-11-04 Make sure your terminal emulator runs in the expected environment
    • 2020-11-02 Why you need a .bashrc and .profile
  • poetry

    • 2022-08-09 I found a photo of you in my google drive
    • 2021-03-15 Except for fish I guess
  • programming

    • 2023-01-15 Demystifying Floating Points
  • audio

    • 2023-01-21 Playing sound on the NES by directly setting its DMC output
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