robmikh @robmikh.com · 13/07/2026Another #ScreenshotSaturday post after a weekend of #gamedev. I couldn't resist messing around with physics now that Box3D has released... and I'm liking it so far! Here's a small demo with the shooting gallery test map I've been testing with. 1144
robmikh @robmikh.com · 06/07/2026One engine refactor later, and I've returned with a new #ScreenshotSaturday post. I've finally separated the engine code from the game code, so adding new features is much easier. I've added the func_guntarget entity, which will be the backbone of my shooting gallery map. Here it is in HL's t0a0b2: 1104
robmikh @robmikh.com · 26/05/2026After a weekend of #gamdev and wrestling with Blender, I have something to show for #ScreenshotSaturday! Better late than never. I decided to replace the reload animation on my revolver, and add some sound effects. It's a first attempt, but good enough for some playtesting and prototyping. 1112
robmikh @robmikh.com · 20/04/2026Squeezed in some more gamedev time, so I've got another #ScreenshotSaturday / #gamedev post! My engine now understands the material the player is stepping on, and is able to play the appropriate sound. Additionally, I started hooking up weapons to the audio system. 2134
robmikh @robmikh.com · 13/04/2026Time for a new #ScreenshotSaturday / #gamedev post! I've got audio hooked up into my engine. For now it's limited to ambient_generic entities, footsteps, and doors, but I'm working to add more. Next up are weapon sounds. 2123
robmikh @robmikh.com · 12/01/2026New #ScreenshotSaturday / #gamedev post! This weekend I worked on adding avoidance features to NPC movement. The slowdown looks a little goofy (scientists don't have a generic slower walk animation) but it'll work for now. They'll also avoid the player. 161
robmikh @robmikh.com · 01/01/2026New year, new #ScreenshotSaturday / #gamedev post. The past few days I decided to focus on some loose ends on lighting. Togglable and flickering lights have been implemented, as well as making NPCs properly lit. No more glowing scientists! 181
robmikh @robmikh.com · 23/12/2025A friend of mine was playing Crystal Clear and I absolutely love the Slowbro sprite. I had to give drawing it a shot. WIP 100
robmikh @robmikh.com · 07/10/2025For this #ScreenshotSaturday and #gamedev period, I started on the networking side of multiplayer support in my game engine. Things are held together with duct tape and paperclips right now, but I've got a path forward now to implement full Quake-like networking. 1123
robmikh @robmikh.com · 29/09/2025For this #ScreenShotSaturday, I laid the foundation for multiplayer support in my game engine. I've rigged up the ability for multiple players, and to spawn computer-controlled players whose inputs are derived from demo files. This let me test things before I had the network transport in place. 161
robmikh @robmikh.com · 07/09/2025I got some game dev time in this weekend to add env_fade entities and the title card sequence for Half-Life. I built a config system to inject entities into a map based on its name, in order to bridge gaps between my engine and GoldSrc. I'm really happy with how this turned out! #ScreenShotSaturday 120
robmikh @robmikh.com · 01/09/2025As a treat for hitting a milestone on the UI framework last #ScreenshotSaturday, I decided to add support for crossbows. #GameDev 1111
robmikh @robmikh.com · 25/08/2025This time for #ScreenshotSaturday, I've got a #GameDev post showing off my new console window. This means I can finally stop working on the UI framework for my engine (for now)! Onto developing the tools that set me down this rabbit hole. 1131
robmikh @robmikh.com · 11/08/2025A late #ScreenshotSaturday and #GameDev post, it's been awhile! While investigating a bug, I decided to write some tools and ended up down the subterranean rabbit hole that is UI frameworks... Of course I decided to write my own as part of my engine. Here's a quick video showing off the progress: 1112
robmikh @robmikh.com · 27/05/2025A #ScreenshotSaturday and #GameDev post for what I got done during the long weekend. I've continued to flesh out trains, and now you can properly ride them! Here's the beginning of Half-Life (c0a0) in my engine: 1101
robmikh @robmikh.com · 20/05/2025And it turns out this lit up a lot of other stuff in c1a0! Now that level is looking more like the original game: 120
robmikh @robmikh.com · 20/05/2025A late #ScreenshotSaturday post, but this weekend I squeezed in more #GameDev time. This time around I've focused on implementing more entities to get Half-Life's c0a0 up and running. I implemented the idle animation usage of scripted_sequence and func_tracktrain. 173
robmikh @robmikh.com · 12/05/2025Here's the start of c1a0, with the door opening for the first time automatically. 110
robmikh @robmikh.com · 12/05/2025Another quick #GameDev and #ScreenshotSaturday post. I've gotten a start on implementing ladder entities, as well as map load triggers. Here's going up a ladder in c1a0e: 174
robmikh @robmikh.com · 28/04/2025Finally found some time for #GameDev work and another #ScreenshotSaturday post. I've been refining and refactoring NPC movement. The biggest visual change is that animations are now tied to real speed of the NPC. 1112
robmikh @robmikh.com · 26/04/2025Movie you’ve watched more than six times using gifs. (“Hard mode” no Star Wars, Star Trek, or LOTR) 000
robmikh @robmikh.com · 07/04/2025A late #GameDev and #ScreenshotSaturday post. This weekend I started wiring up NPC collisions. NPCs will now stop moving when they collide with something and start moving again when they're able to. In the future I'd like to tie the NPC's speed to their animation, so they aren't walking in place. 1213
robmikh @robmikh.com · 31/03/2025Finally got around to some #GameDev work on my engine again after taking some time off to attend GDC. For this #ScreenshotSaturday post, I've laid the groundwork for NPC collisions by adding collision geometry. Enjoy Barney encased in a capsule: 2102
robmikh @robmikh.com · 03/03/2025A late #GameDev and #ScreenshotSaturday post. I've implemented rotation animations, so now characters can rotate while they walk. 191
robmikh @robmikh.com · 24/02/2025Another game dev and #ScreenshotSaturday post. I've hooked up the walk and run animations to NPC movement, as well as computing the appropriate movement speed for these animations. Next up is fixing and animating rotation! 331
robmikh @robmikh.com · 18/02/2025Squeezing in a late game dev and #ScreenshotSaturday post. I started to build the foundations for NPC movement in my engine this weekend. So far I'm able to trigger entities to move along paths, although there's a lot more to do! 161
robmikh @robmikh.com · 10/02/2025Not much time for game dev this weekend, but enough for a #ScreenshotSaturday post. I hooked up the blood decals so that they are placed after hitting an NPC near a surface. 131
robmikh @robmikh.com · 03/02/2025Yet another game dev and #ScreenshotSaturday post. This time around I've completed decal image decoding, and how I'm able to place Half-Life's blood splatter decals on surfaces. Some refactoring in my engine is needed before I can fully integrate it (e.g. place blood decals after an entity is shot) 141
robmikh @robmikh.com · 30/01/2025Sounds like Hegseth wishes to breed in weakness into the military. 120
robmikh @robmikh.com · 27/01/2025Another game dev and #ScreenshotSaturday post. I finally finished bullet hole decals! My engine can read the bullet hole assets from Half-Life and utilize them in my decal system. 141
robmikh @robmikh.com · 20/01/2025More game dev this weekend for #ScreenshotSaturday. I got geometry clipping working in my engine, so now I can place decals on surfaces. 261
robmikh @robmikh.com · 13/01/2025Squeezed in a little more game dev time for #ScreenshotSaturday. This time around I started working on pathfinding and decal rendering. Neither are finished quite yet, but it's getting there. 141
robmikh @robmikh.com · 05/01/2025Squeezed in some more game dev time as the holidays come to a close. This time for #ScreenshotSaturday, my engine can now read Half-Life's weapon and crosshair information, as well as hit test model hitboxes. Right now I've set up NPCs to play their flinch animations based on which hitbox is hit. 142
robmikh @robmikh.com · 28/12/2024Another week of game dev for #ScreenshotSaturday. I added support for skeletal animations and fake reflections to my engine! 151
robmikh @robmikh.com · 23/12/2024A bit late for #ScreenshotSaturday, but better late than never. I've added a demo analysis system to my engine. The blue line represents the path recorded in Half-Life, the orange represents my original movement code, and pink represents my new movement code. Nothing like some holiday game dev time. 251
robmikh @robmikh.com · 18/12/2024I've managed to get a crude console and demo player working in my engine. 000
robmikh @robmikh.com · 04/12/2024Finally got around to messing with the new GPU API in SDL3. github.com/robmikh/sdl3... Obligatory spinning cube: 010