Tackling a stroke algorithm for drawing paths, and its relationship to pixel erosion.
As of December 2025, I've migrated selected blog posts from my past blog on GameDev.net. I'll be actively adding to this blog soon, as I'm in the midst of developing a web-based jigsaw puzzle for Exploring Winnipeg Parks!
Tackling a stroke algorithm for drawing paths, and its relationship to pixel erosion.
Review of the performance versus accuracy trade-offs in image composition algorithms.
Continuing to build a software-based fill rasterization and image compositing library in C++, showcasing how a simple box blur can achieve bevel effects.
Building a software-based fill alpha mask rasterization library in C++, with anti-aliasing comparisons.
My thoughts and experience so far rendering Jigsaw puzzle pieces using the Canvas API, versus SDL.
My thoughts on the tools that code-first indie game developers are most likely to gravitate towards in 2026.
Jigsaw puzzle games might be more complex than you think!
A jigsaw puzzle game is in development for the Exploring Winnipeg Parks website!
I've posted a sample project that anyone can use as a reference for building a project using SDL2, targeting both a desktop and web-based (WebAssembly) build.
A long overdue status update for my noir-inspired detective story, The Colon Case. Find out my updated thoughts on its visual style and how I plan to go about authoring the game's dialog.
The game dev section of Riley Entertainment is getting a Pythonic reboot!
Rendering multi-line text in SFML, with alignment.
Finding fonts with a permissive license, and rendering blocks of text with SFML.
A restructuring of The Colon Case's build into CMake, with a Learning CMake Youtube series.
Building JsonCPP, and recent events pushing me in the direction of CMake.
Getting the player character animating with sprite sheets.
Development begins on my next game - a noir-inspired murder mystery.