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Rob Helmer's blog posts matching the tag: gamedev

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Screen cap of pure JS breakout game

3/19/2008 · 1 min read

Breakout! Building a classic game using HTML5 Canvas

Building a basic Breakout clone with JavaScript and HTML5 Canvas, a fun project to practice coding and create a classic game.

Whiskers Engine Space Demo Game

10/4/2025 · 6 min read

Building A Modern C++ Game Engine from Scratch (Whiskers)

Built a C++ game engine with ECS architecture, OpenGL/Vulkan rendering, and cross-platform support. Should I have started with 'Hello World'? Absolutely not.

Reversi board

1/20/2025 · 4 min read

Comparing game development using C and SDL vs. Godot vs. Web

A post comparing and contrasting game development using C and SDL, Godot, and a pure web approach, from a cross-platform perspective.

Screenshot of highlight.io showing Godot session replay

1/10/2025 · 3 min read

Observability in Godot Web games with Highlight.io

Learn how to enable observability for Godot Web games for errors and session record/replay with highlight.io to see how people play your game

Screenshot of new Meteor Bounce game

2/13/2025 · 1 min read

Rewriting my 17-year-old Breakout! clone for the modern web

A post about rewriting my 17-year-old Breakout! clone, now named Meteor Bounce hosted by Stellar Whiskers Games

Diagram comparing traditional JSON state (~250 bytes) versus bitboard state (~85 bytes) for efficient game state encoding.

3/9/2026 · 7 min read

Efficient Game State Encoding with Bitboards for Multiplayer

How bitboards and card bitsets compress game state to a fraction of JSON size for faster multiplayer sync and cloud saves.

Whiskers platformer demo with ImGui editor overlay: hierarchy, entity inspector, and in-viewport selection.

5/18/2026 · 7 min read

Whiskers 2.5D Engine, Magicor WASM, and MCP Playtesting

Whiskers adds a 2.5D platformer demo, ImGui editor, and JSON debug protocol; Magicor ships in WASM at magicor.org with optional MCP playtests.