❌stable
❌memory safe
❌predictable
❌portable
❌safe
❌tested
❌planning
❌bounds checking
❌error handling
✅memory leaks
✅undefined behavior
✅works on my machine
✅-O3
✅segmentation faults
✅printf, the only debugger
✅improvisation
✅UDP
✅runtime errors
✅out of bounds memory access
✅race conditions
✅deadlocks
✅git push --force
✅ignoring compiler warnings
✅fatal error: too many errors emitted, stopping now
some of it is sarcasm, some of it is true!
" > " = where i am in that category,
" >> " = something im currently focusing on,
anything above it means i already went through it,
anything below it means i am planning to look into it
engine/framework/language
Unity, raw HTML/JS, Unreal, Godot, Monogame, Raylib, Bevy, SDL, Roblox Studio
> staying with SDL2, C++
might try at some point: Vulkan, DirectX, SFML, GameMaker, GDevelop
tooling
Git - Github
Cmake
Emscripten - WASM
> Lua
Tracy profiler
networking
basic client/server project
tried raw UDP
decided to stay with TCP
sent spatially partitioned entity component data
> better dirty ecs component tracking to send only changes
grid based server-side fog of war
VPS?
UDP again?
ecs
entt
serializable ECS components for networking/saving
spatially partitioned collision detection with swept box cast
> linear and angular velocity
more types of colliders, tilemap collider, SDF colliders?
rendering
OpenGL/GLEW within SDL
tried compute shaders, but will use webGL
not using buffers as i should, but rather textures for everything (not ideal)
single shader for everything (also not ideal)
no separate thread (TPS = FPS)
custom text rendering
update/render thread separation + sub-tick interpolation
using vertices and indices more, for visibility order
>>frame buffer understanding, making graphics editor
VFX attempt
audio
audio callback
> spectrogram
OpenAL
audio synthesis
progress updated November 4, 2025
discord: pyroxdd