Performant data structures for bullet hell

One interesting challenge when coding the game engine for Magicore Anomala is figuring out the ideal data structures for different scene objects.

Since we're on a 7MHz CPU and need to process hundreds of objects per frame, every CPU cycle counts. Here are the requirements for the bullet objects:

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CSS-only scrollable navigation bar with dynamic "more" arrow

I recently redesigned the Team Salvato website, moving it away from WordPress (thank goodness!) and into a static site generator, which I feel is appropriate for the content it serves.

(I reused a lot of it for this website, because I'm too lazy to come up with something different!)

When thinking about a mobile layout, I decided that I didn't want the typical "hamburger menu" icon, because I was never a fan of those myself—I'm not sure why, but I always feel a bit bothered for site navigation to be hidden from me until I expand the menu (which inevitably takes up nearly the entire viewport).

So, I decided it would be nice to have the same navigation bar as on desktop, but with the ability to scroll it left and right.

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Magicore Anomala: A bullet hell game for Amiga

These past two years, I've been working off and on to create a game for Amiga, a home computer first released in 1985.

This post is a general overview of the project. In future posts, I will dive into the details of the design, code, game engine, and more.

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