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Porting Match Morphosis To WASM

I wrote a game in plain C with a custom engine (bgfx, SDL2, miniaudio, cimgui) and recently ported it to web via Emscripten. Its live on itchio now. Here’s everything non-obvious that I ran into, hopefully saves someone some pain. 0. Had to go back to Visual Studio. Ugh. I use RemedyBG as my daily debugger and its great, but it doesnt support 32-bit processes. Since WASM is 32-bit, I needed…

Everything is a Thing: How I Built Match Morphosis in Pure C

I’ve been building Match Morphosis solo in plain C. No engine, no framework, just C and a handful of carefully chosen libraries. This post is about two decisions that ended up shaping everything else in the codebase: the entity model and the memory model. Both of these came from the same instinct — keep things explicit, keep things visible, don’t let the runtime surprise you. If…

How I Spend 1000$ On Reddit Ads

This post will document my experience of spending $1000 on Reddit ads. While I worked in the mobile games industry in the past, I never actually ran a marketing campaign, setting all the budget, ad groups, targeting, etc. All of that was done by our publisher, so my job was solely to make a great game. Currently while working on my own game, I got $1000 that I could spend from Gimersia (a…

One Year of Unity WebGL

After spending an entire year deep in the trenches of porting Unity games to WebGL, I can confidently say that WebGL is, without question, the most challenging platform Unity supports. What started as an exciting opportunity to bring desktop games to web browsers quickly became a masterclass in patience, problem-solving, and creative workarounds. If you’re considering WebGL development or…

TLG Submission

This blog post is a daily journal on setting up and finishing the test from Tavernlight Games The test are generally broken down to two parts, first is testing your lua & cpp knowledge (Q1-Q4), the second part is creating feature on the forgotten server game (Q5-Q7). The person at Tavernlight Games were kind enough to provide with two links TFS server, and OTC client to play the game. First Part…

Approach To Programming

In X, discussion about what programming method that used always have high interaction, probably because the way the current X works is by giving people payout to whomever has post with high engagements, so now it mostly just bait and trigger. Beside all that, discussion about tool, language, frameworks, what particular dogma approach often times usually sparks a big debate. I was asked from my…

My Experience Leading A Team Of Developers

I’ve been working on my last company for as long as 8 year, most of it are leading a team of programmers. Here is what I’ve did in the past for self reminder. Before we begin, my experience is somewhat unique, I’ve been a programmer for at least a couple of years before being a lead, prior to starting my career, I was also leading a small organization in the college, in which I…

On Leaving Traces As A Programmer

I’ve been listening to CityPop 80s music since 2017, a genre which sprung from another genre (Vaporwave) sampling mostly old 80s music from Japan, and lately I’ve been digging around what an artist made beside their main works. This stems because I got bored listening to the same songs over and over again, which is understandable since most of the artist from that era are not active…

xcodebuild Provisioning Issue On Apple Silicon

The company I worked on recently bought a new Mac Mini M2 to replace the old Mbp that is used as a jenkins driver to build all of our games on ios. At that time around 3-years ago, we don’t have a dedicated mac mini that is used for building ios / android game and pandemic has just started, so we figured out we need to have a dedicated machine in order to unblock our programmers that need to…

Speeding Up Asset Bundle Load Time

TLDR Use Async API AssetBundle.LoadFromFileAsync Change AssetBundle BuildAssetBundleOptions into ChunkBasedCompression, optionally use DisableLoadAssetByFileName and DisableLoadAssetByFileNameWithExtension. Adjust Unity Quality Settings QualitySettings.asyncUploadTimeSlice and QualitySettings.asyncUploadBufferSize Checking how things done In out recent games, we have some issues when loading a lot…

Building Simple Audio Visualization with Unity ECS Part III — ECS

This is the last part from the three part series of creating a simple audio visualizer to learn ECS. The first part we talked about how to make things work with MonoBehavior way. The second part we change the MonoBehavior into a Jobified Unity Job System. Today we’re going to walk to our end goal, transforming our Audio Visualization into ECS form. The promise of the new ECS system is the…

Building Simple Audio Visualization with Unity ECS Part II — Job System

This is the second part of our journey to learn ECS on unity. If you haven’t read the previous post I recommend you to take a while to read that in order to know how the audio visualizer work with the old MonoBehavior way. Today we’re going to take what’s written on the first part and change it into a Jobified Unity Job System. The Job System, as explained on the Unity pages, take advantages of…

Building Simple Audio Visualization with Unity ECS Part I — MonoBehavior

Currently, I’m learning to learn the new ECS and Job system introduced in Unity 2018. Usually the quickest way to learn a new concept quickly is by creating something that could give you an instant gratification, in this case we’re going to build a simple audio visualization. The new ECS and Job system now promise to give performance boost and a new way to approach problem, letting you focus on…

Debugging Memory Allocation

Recently I was debugging some particular nasty bugs that happens on memory allocations, the intricate part is, it happens infrequently My app was crashing on a release build more frequently than in debug builds. I was doing some manual memory allocations, at the start of the app it will load a saved data from a file into that memory. The app was doing fine until I started to write something to the…

Symbolicate ios Submission Crash Report

Often times we get crash from ios submission report that goes like this Thread 0 name: Dispatch queue: com.apple.main-thread Thread 0 Crashed: 0 cong2 0x0000000101e78060 0x100bbc000 + 19644512 1 cong2 0x0000000100bcfb84 0x100bbc000 + 80772 2 cong2 0x0000000100bcff28 0x100bbc000 + 81704 3 CoreFoundation 0x00000001854e113c __CFNOTIFICATIONCENTER_IS_CALLING_OUT_TO_AN_OBSERVER__ + 20…

Executes

I’ve ported more than 50+ mobile games to Web, here are some games that I’ve ported, playable directly on your browser Coffee Golf Word Venture Western Farm Pocket Champs Jigsort Puzzles Merge Inn The rest of the games that I’ve worked on listed below, for complete work history, see here Games Cash Inc, Fame and Fortune Idle clicker game, reached 50+ Million Downloads on iOS and…

Info

Hi! My name is Ernes Budiman and I’ve been a game developer since 2010. I started in the industry working on J2ME phones, early Android, and the discontinued Windows Phone. Currently working as a Studio Lead Developer at Alegrium working on mobile games for ios and android. I’ve worked, on some mobile game stuffs. Get in touch

Reads

This page list a collection of rss feeds from other dev and conference talks that I’ve gathered for a while Other Dev RSS’s Collection of good reads (a.k.a Dirt Cheap Poor Man’s RSS Feed), this list is updated automatically everyday with github workflows Using a a single linearly interpolated sample to evaluate a weighted sum of two texels –…