BLOOD CHURCH

by cassandra lugo // portfolio // resume // email // RSS

game development

what is to be done: custom engines and the death of unity

over a year ago i wrote a blog post like this the last time unity did something indefensible. that blog post still has some useful information but i wanted to write an update to address changes in my own opinion and responses i’ve received. i. against the big-box engines by a huge margin, the most common response to the news of unity’s continual enshittification i see is the desire to learn godot or unreal engine.

the .NET build system is a nightmare

these tutorials are supported by viewers like you over at patreon and ko-fi. a little while ago i published FNAECSTemplate, a template project for making video games with FNA, MoonTools.ECS, and FontStashSharp. i made this because the .NET build system is a hell nightmare from which i cannot awake. i hate it when tutorials rely on you downloading some template project without explaining how you could make it yourself, so this is my general purpose explanation of all the parts of FNAECSTemplate.

making your own engine: a survey of the landscape

i have been meaning to write something like this for a while. this is probably only the beginning of a series of articles i will be writing about the practical, technical aspects of making your own game engine. why? because unity just “merged” with a company that makes malware. many people are jumping ship to unreal engine. i think this is a bad idea. a lot of the justifications for “why” are covered in this fantastic blog post by tyler glaiel.