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    <title>Gamedev on Canoi Gomes</title>
    <link>https://notes.canoigomes.com.br/tags/gamedev/</link>
    <description>Recent content in Gamedev on Canoi Gomes</description>
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    <managingEditor>canoigomes@proton.me (Canoi Gomes)</managingEditor>
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    <item>
      <title>Minha Jornada Pessoal no Desenvolvimento de Game Engines</title>
      <link>https://notes.canoigomes.com.br/posts/2024-12-31-minha-jornada-pessoal-no-desenvolvimento-de-game-engines/</link>
      <pubDate>Tue, 31 Dec 2024 19:00:00 -0300</pubDate>
      <author>canoigomes@proton.me (Canoi Gomes)</author>
      <guid>https://notes.canoigomes.com.br/posts/2024-12-31-minha-jornada-pessoal-no-desenvolvimento-de-game-engines/</guid>
      
      <description>&lt;p&gt;Recentemente lancei um projeto que vinha trabalhando desde o ano passado, a &lt;a href=&#34;https://github.com/canoi12/selene&#34;&gt;selene&lt;/a&gt;, mas parando pra fazer uma análise do que desenvolvi até agora e das ideias que ainda tenho para a mesma, vi que muitos dos conceitos apareciam nos meus primeiros projetos de engine, nem que seja em forma de protótipo ou ideia. Por mais que um projeto seu nunca veja a luz do dia, ou não venha a ser finalizado, só de colocar um esforço de aprendizado ali já serve de muita coisa. E fazendo essa análise dos projetos em que já trabalhei, acabei achando uns paralelos bem interessantes de como meu passo seguinte acaba meio que sendo influenciado pela minha dificuldade no momento. Aqui vou tentar filtrar mais sobre game engines, frameworks e projetos do tipo, mas até mesmo meu tempo usando diversas engines como GameMaker, Construct 2, Godot, etc, foram valiosos e moldaram de certa forma meus interesses.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>LÖVE Básico 1 - Lua</title>
      <link>https://notes.canoigomes.com.br/posts/love2d/tutorial-series/2021-06-07-l%C3%B6ve-tutorial-%231-pt-br/</link>
      <pubDate>Mon, 07 Jun 2021 19:16:40 -0300</pubDate>
      <author>canoigomes@proton.me (Canoi Gomes)</author>
      <guid>https://notes.canoigomes.com.br/posts/love2d/tutorial-series/2021-06-07-l%C3%B6ve-tutorial-%231-pt-br/</guid>
      
      <description>&lt;p&gt;Bom, esse texto é uma tradução daquele tutorial sobre Lua com algumas adaptações e modificações, agora vai! Aqui vou dar uma pequena introdução sobre o básico:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Tipos&lt;/li&gt;
&lt;li&gt;Tipos de variáveis&lt;/li&gt;
&lt;li&gt;Laços e Condicionais&lt;/li&gt;
&lt;li&gt;Tabelas&lt;/li&gt;
&lt;li&gt;Metatabelas&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id=&#34;lua&#34;&gt;Lua&lt;/h3&gt;
&lt;p&gt;Lua é uma linguagem de script brasileira, criada na PUC do Rio de Janeiro. A linguagem não foi criada com o foco inicial em ser usada para gamedev, mas acabou sendo adotada por vários jogos, inclusive alguns bem conhecidos como World of Warcraft, Ragnarok, Garry&amp;rsquo;s Mod, etc. Em Lua, todas as suas estruturas serão feitas através das &lt;code&gt;tabelas e metatabelas&lt;/code&gt;, por isso este é um conceito extremamente essencial de se aprender.&lt;/p&gt;</description>
      
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    <item>
      <title>(Re)Implementing Wren in tiny coffee</title>
      <link>https://notes.canoigomes.com.br/posts/2020-07-07-tico-wren-module/</link>
      <pubDate>Tue, 07 Jul 2020 11:25:00 -0300</pubDate>
      <author>canoigomes@proton.me (Canoi Gomes)</author>
      <guid>https://notes.canoigomes.com.br/posts/2020-07-07-tico-wren-module/</guid>
      
      <description>&lt;p&gt;I&amp;rsquo;m working on re-implement Wren in tiny coffee, i started with Wren support first, but as i&amp;rsquo;m more familiar with Lua, and had more material on internet, i decided to focus on it. But as things seems getting fine with the Lua wrap, i decided to work again in the Wren wrap.&lt;/p&gt;
&lt;p&gt;In the beginning i was thinking in have two exe options, with Lua or Wren, but since i want to make the game editor and tools with Lua, i decided to make it mandatory. And with Lua being mandatory, i decided to distribute the exe with Wren too. But how to determine how language to use? I thought in many solutions (detect for &lt;code&gt;main.lua&lt;/code&gt; or &lt;code&gt;main.wren&lt;/code&gt;, make Lua default and load Wren from Lua script), but decided to go with the easier one, just let user choose it :v. By default it always load Lua first, and you need to specify Wren in the &lt;code&gt;config.json&lt;/code&gt;:&lt;/p&gt;</description>
      
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    <item>
      <title>LÖVE Basics 1 - Lua basics</title>
      <link>https://notes.canoigomes.com.br/posts/love2d/tutorial-series/2020-06-25-l%C3%B6ve-tutorial-%231/</link>
      <pubDate>Thu, 25 Jun 2020 00:11:40 +0000</pubDate>
      <author>canoigomes@proton.me (Canoi Gomes)</author>
      <guid>https://notes.canoigomes.com.br/posts/love2d/tutorial-series/2020-06-25-l%C3%B6ve-tutorial-%231/</guid>
      
      <description>&lt;p&gt;Thats the first tutorial about LÖVE series i plan to write, in this tutorial i will give a brief introduction about the Lua basics&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Lua types&lt;/li&gt;
&lt;li&gt;Variable scope&lt;/li&gt;
&lt;li&gt;Loops and Conditionals&lt;/li&gt;
&lt;li&gt;Tables&lt;/li&gt;
&lt;li&gt;Metatables (with a pseudo-OOP example)&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;YOU DON&amp;rsquo;T NEED TO IMPLEMENT DE OOP PART YOURSELF!! We&amp;rsquo;ll use a lib to that, i just want to explain some concepts&lt;/p&gt;
&lt;h3 id=&#34;lua&#34;&gt;Lua&lt;/h3&gt;
&lt;p&gt;Lua is a scripting Brazilian language, created in PUC of Rio de Janeiro. The language was not created with gamedev in mind, but was vastly used in many games like Word of Warcraft, Ragnarok, Garry&amp;rsquo;s Mod, etc. In Lua, all your game structure will be mounted around &lt;code&gt;tables/metatables&lt;/code&gt;, thats a very important concept to understand, for example, Lua don&amp;rsquo;t have OOP, a sort of &amp;ldquo;Pseudo-OOP&amp;rdquo; with it&lt;/p&gt;</description>
      
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    <item>
      <title>Using MoonScript with LÖVE</title>
      <link>https://notes.canoigomes.com.br/posts/love2d/2017-02-24-using-moonscript-with-l%C3%B6ve/</link>
      <pubDate>Fri, 24 Feb 2017 21:40:00 -0300</pubDate>
      <author>canoigomes@proton.me (Canoi Gomes)</author>
      <guid>https://notes.canoigomes.com.br/posts/love2d/2017-02-24-using-moonscript-with-l%C3%B6ve/</guid>
      
      <description>&lt;p&gt;In this tutorial, i’ll show you how to use the awesome MoonScript with LÖVE, it’s a very basic tutorial. I discovered MoonScript yesterday, 23 Feb (my birthday haha), and i loved the way the language complements the Lua lang.&lt;/p&gt;
&lt;p&gt;&lt;img src=&#34;https://66.media.tumblr.com/f5789927c4a8814d39578c8281a9fa75/tumblr_inline_olwmxwYwpj1uuq5lf_540.png&#34; alt=&#34;&#34;&gt;&lt;!-- more --&gt;&lt;/p&gt;
&lt;p&gt;For start, you need to install MoonScript in your machine. I don’t will cover this in the tutorial, so if want to install MoonScript, you can access &lt;a href=&#34;https://moonscript.org/#installation&#34;&gt;this site&lt;/a&gt;.&lt;br&gt;
Okay, after install MoonScript, we can start our project. First, we need to create a archive called main.moon.&lt;/p&gt;</description>
      
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    <item>
      <title>LÖVE Tutorial - Metaballs</title>
      <link>https://notes.canoigomes.com.br/posts/love2d/2017-01-22-tutorial-metaballs-on-love2d/</link>
      <pubDate>Sun, 22 Jan 2017 18:39:01 -0300</pubDate>
      <author>canoigomes@proton.me (Canoi Gomes)</author>
      <guid>https://notes.canoigomes.com.br/posts/love2d/2017-01-22-tutorial-metaballs-on-love2d/</guid>
      
      <description>&lt;p&gt;Hi, everyone. This is my first tutorial haha. I always wanted to make some tutorial to help people with programming, well, with focus on gamedev. So i was thinking some thing that i can teach, and these days, i learn to make a simple metaballs effect, using blurred image and alpha threshold. And why not teach it to other people, right? haha This tutorial uses love2d as game engine/framework, but i think you can easily adapt to a game engine/framework you are using.&lt;/p&gt;</description>
      
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