Now that Google Search includes AI summaries in the EU, I've seen many people using adblockers to remove the AI slop. In my humble opinion, this is not a good enough solution and does not disable the feature and the associated resource consumption. In this post, I will explain how to set up Firefox to continue using Google without any AI summary.
At the end of 2024, I was stuck in the mud with Swift's String Concurrency. After some time, I finally realized I needed a break from all that for a while. That "while" lasted almost 6 months and resulted in VGTunes. In this post, I will talk about the creation of my own video game music database website.
A few weeks ago was held the 2024 edition of the GMTK Game Jam. I participated and released a game. However, this year, I put up a complementary challenge: using the Godot game engine. In this post, I explain how this first experience went.
A few days ago, I released MFX, a PHP micro-framework I've been working on for the past 10 years. In this post, I will tell you the story of this project and how its 1.0 release has been received.
Spritekit isn't going away, but I wanted to see how difficult it would be to developer games for the PlayDate in C. Turns out, not many resources exist to do that with Visual Studio Code. In this post, I explain how to set up Visual Studio Code to build, run, and debug for the PlayDate Simulator.
Documentation for SpriteKit is sparse. Many parts of the framework are pretty obscure, with pretty much no information available out there. That’s the case for fonts. In this post, I explain how to work programmatically with fonts in SpriteKit.
I've started working on the next chapter of CiderKit: User Interfaces. And that's a big one! In this post I explain why I ended up building my own CSS parser in order to apply styles to my UI elements.
SpriteKit is a 2D game engine, but its limitations make difficult working with specific designs, like pseudo 3D. Unfortunately, CiderKit, the SpriteKit-based game engine I'm working on, calls for more than what's available out of the box. In this post, I will discuss how I've implemented my own custom deferred lighting model within the constraints of SpriteKit.
In its early days, Apple (and subsequently the Mac) was a big player in the gaming market. But as time went by, the global Apple market share in the personal computer segment plumeted. And so went its relevance with gaming. In this post, I discuss the issues Apple is facing in the desktop gaming market and potential solutions that in my humble opinion could improve the situation.
I expect most macOS, iOS, or tvOS developers to use Xcode as their main development environment, especially if they're working with Swift. You can use other IDEs with other languages, like Xamarin or Unity for example, but that's not the "Apple way". This obviously also applies to anyone working with SpriteKit. In this post, I will detail what's good or wrong with Xcode support for SpriteKit.