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Rob Helmer's blog posts matching the tag: gamedev
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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.
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.
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.
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
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
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.
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.