# gamedev

Published articles for gamedev.

This is one page of public article previews, not the complete archive. Follow Next page to continue. Summaries are not the original full articles.

## The Rider 2026.3 Early Access Program Is Open

DevFeed: [The Rider 2026.3 Early Access Program Is Open](<https://devfeed.tech/articles/the-rider-2026-3-early-access-program-is-open-8799.md>)

Original publisher: [Read original article](<https://blog.jetbrains.com/dotnet/2026/09/07/rider-2026-3-eap/>)

Author: Alexander Kurakin

Published: 2026-09-07T09:35:21Z

Content type: release

Language: en

Sources: [The JetBrains Blog](<https://devfeed.tech/sources/the-jetbrains-blog.md>)

Topics: [debugging](<https://devfeed.tech/topics/debugging.md>), [C++](<https://devfeed.tech/topics/c-plus-plus.md>)

Tags: [c-plus-plus](<https://devfeed.tech/tags/c-plus-plus.md>), [code-completion](<https://devfeed.tech/tags/code-completion.md>), [debugger](<https://devfeed.tech/tags/debugger.md>), [debugging](<https://devfeed.tech/tags/debugging.md>), [eap](<https://devfeed.tech/tags/eap.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [gamedev](<https://devfeed.tech/tags/gamedev.md>), [net-tools](<https://devfeed.tech/tags/net-tools.md>), [rider](<https://devfeed.tech/tags/rider.md>), [test-coverage](<https://devfeed.tech/tags/test-coverage.md>), [unreal-engine](<https://devfeed.tech/tags/unreal-engine.md>)

### AI overview

Rider 2026.3's first Early Access build adds rainbow brackets, streamlined data-breakpoint setup, a consolidated game-development plugin category, and code-completion filters.

### Source excerpt

The first Early Access build for Rider 2026.3 is now available! It includes rainbow brackets, an easier way to set data breakpoints, a new Game Development plugin category, and filters in code completion. You can get the build from our website or through the Toolbox App. Here's a look at what's new. Rainbow brackets: You [...]

## Rewriting my 2005 C++/OpenGL game in Go

DevFeed: [Rewriting my 2005 C++/OpenGL game in Go](<https://devfeed.tech/articles/rewriting-my-2005-c-opengl-game-in-go-38035.md>)

Original publisher: [Read original article](<https://nurkiewicz.com/2026/06/rewriting-cpp-opengl-game-in-go.html>)

Published: 2026-06-06T22:00:00Z

Content type: article

Language: en

Sources: [Tomasz Nurkiewicz around Java and concurrency](<https://devfeed.tech/sources/tomasz-nurkiewicz-around-java-and-concurrency.md>)

Topics: [Claude Code](<https://devfeed.tech/topics/claude-code.md>), [Go](<https://devfeed.tech/topics/go.md>), [C++](<https://devfeed.tech/topics/c-plus-plus.md>), [OpenGL](<https://devfeed.tech/topics/opengl.md>), [3D](<https://devfeed.tech/topics/3d.md>), [winapi](<https://devfeed.tech/topics/winapi.md>), [Algorithm](<https://devfeed.tech/topics/algorithm.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [ai](<https://devfeed.tech/tags/ai.md>), [algorithm](<https://devfeed.tech/tags/algorithm.md>), [c-plus-plus](<https://devfeed.tech/tags/c-plus-plus.md>), [claude-code](<https://devfeed.tech/tags/claude-code.md>), [gamedev](<https://devfeed.tech/tags/gamedev.md>), [go](<https://devfeed.tech/tags/go.md>), [opengl](<https://devfeed.tech/tags/opengl.md>), [raylib](<https://devfeed.tech/tags/raylib.md>), [winapi](<https://devfeed.tech/tags/winapi.md>)

### AI overview

The author describes using Claude Code to rewrite a 20-year-old 3D Tetris game from C++ with OpenGL and WinAPI into Go with a portable rendering approach. The initial build ran, but significant functionality was missing and required further fixes.

### Source excerpt

I asked Claude Code to rewrite CuTe, my 20-year-old 3D Tetris clone, from C++/OpenGL/WinAPI into modern Go. What went well, what broke, and what I had to fix four times.

## Monitor Unreal Engine Game Performance with Application Metrics

DevFeed: [Monitor Unreal Engine Game Performance with Application Metrics](<https://devfeed.tech/articles/monitor-unreal-engine-game-performance-with-application-metrics-24115.md>)

Original publisher: [Read original article](<https://blog.sentry.io/unreal-engine-performance-metrics/>)

Author: Ivan Tustanivskyi

Published: 2026-05-08T00:00:00Z

Content type: article

Language: en

Sources: [Sentry Blog](<https://devfeed.tech/sources/sentry-blog.md>)

Topics: [Unreal Engine](<https://devfeed.tech/topics/unreal-engine.md>), [SDK](<https://devfeed.tech/topics/sdk.md>), [telemetry](<https://devfeed.tech/topics/telemetry.md>), [networking](<https://devfeed.tech/topics/networking.md>)

Tags: [gamedev](<https://devfeed.tech/tags/gamedev.md>), [metrics](<https://devfeed.tech/tags/metrics.md>), [networking](<https://devfeed.tech/tags/networking.md>), [performance](<https://devfeed.tech/tags/performance.md>), [sdk](<https://devfeed.tech/tags/sdk.md>), [telemetry](<https://devfeed.tech/tags/telemetry.md>), [unreal-engine](<https://devfeed.tech/tags/unreal-engine.md>)

### AI overview

Sentry's Unreal SDK now automatically sends FPS, frame-time, network-health, and other game performance metrics to Sentry, providing production visibility into player experience across hardware and releases.

### Source excerpt

The Unreal SDK now auto-instruments FPS, frame time, network health, and game stats, giving your team real player performance data in production.

## Bevygap: Autoscaling multiplayer Bevy game servers with Edgegap & Lightyear

DevFeed: [Bevygap: Autoscaling multiplayer Bevy game servers with Edgegap & Lightyear](<https://devfeed.tech/articles/bevygap-autoscaling-multiplayer-bevy-game-servers-with-edgegap-lightyear-25816.md>)

Original publisher: [Read original article](<https://www.metabrew.com/article/bevygap-bevy-multiplayer-with-edgegap-and-lightyear>)

Author: {"image"=\>"rj-headshot.jpg", "greetings"=\>nil}

Published: 2024-12-09T06:00:00Z

Content type: article

Language: en

Sources: [Richard Jones](<https://devfeed.tech/sources/richard-jones.md>)

Topics: [Bevy](<https://devfeed.tech/topics/bevy.md>), [autoscaling](<https://devfeed.tech/topics/autoscaling.md>), [inference-endpoints](<https://devfeed.tech/topics/inference-endpoints.md>), [Docker](<https://devfeed.tech/topics/docker.md>), [GitHub Actions](<https://devfeed.tech/topics/github-actions.md>), [API](<https://devfeed.tech/topics/api.md>), [Latency](<https://devfeed.tech/topics/latency.md>), [wasm](<https://devfeed.tech/topics/wasm.md>)

Tags: [api](<https://devfeed.tech/tags/api.md>), [autoscaling](<https://devfeed.tech/tags/autoscaling.md>), [bevy](<https://devfeed.tech/tags/bevy.md>), [bevygap](<https://devfeed.tech/tags/bevygap.md>), [docker](<https://devfeed.tech/tags/docker.md>), [edgegap](<https://devfeed.tech/tags/edgegap.md>), [game-servers](<https://devfeed.tech/tags/game-servers.md>), [gamedev](<https://devfeed.tech/tags/gamedev.md>), [github-actions](<https://devfeed.tech/tags/github-actions.md>), [latency](<https://devfeed.tech/tags/latency.md>), [multiplayer](<https://devfeed.tech/tags/multiplayer.md>), [netcode](<https://devfeed.tech/tags/netcode.md>), [rust](<https://devfeed.tech/tags/rust.md>), [wasm](<https://devfeed.tech/tags/wasm.md>)

### AI overview

This article describes adapting the Lightyear spaceships example into a server-authoritative multiplayer Bevy game and deploying its client and headless server with Docker. It explains using Edgegap to deploy game servers in suitable locations on demand and autoscale them in response to player demand, with supporting infrastructure including GitHub Actions and NATS.

### Source excerpt

If i'm going to write a server-authoritative multiplayer game, it would be nice to have a decent way to deploy it. Especially to deploy servers around the world in response to player demand, to autoscale and keep latency down.

## Rock and Rollback: Realtime multiplayer in the browser, with rust and bevy

DevFeed: [Rock and Rollback: Realtime multiplayer in the browser, with rust and bevy](<https://devfeed.tech/articles/rock-and-rollback-realtime-multiplayer-in-the-browser-with-rust-and-bevy-25823.md>)

Original publisher: [Read original article](<https://www.metabrew.com/article/rock-and-rollback-realtime-multiplayer-games-with-bevy>)

Author: {"image"=\>"rj-headshot.jpg", "greetings"=\>nil}

Published: 2024-12-08T06:00:00Z

Content type: tutorial

Language: en

Sources: [Richard Jones](<https://devfeed.tech/sources/richard-jones.md>)

Topics: [browser](<https://devfeed.tech/topics/browser.md>), [browser-game](<https://devfeed.tech/topics/browser-game.md>), [realtime](<https://devfeed.tech/topics/realtime.md>), [Bevy](<https://devfeed.tech/topics/bevy.md>), [Rust](<https://devfeed.tech/topics/rust.md>), [QUIC](<https://devfeed.tech/topics/quic.md>), [WebRTC](<https://devfeed.tech/topics/webrtc.md>), [HTTP](<https://devfeed.tech/topics/http.md>), [Streaming](<https://devfeed.tech/topics/streaming.md>)

Tags: [bevy](<https://devfeed.tech/tags/bevy.md>), [bevygap](<https://devfeed.tech/tags/bevygap.md>), [browser](<https://devfeed.tech/tags/browser.md>), [gamedev](<https://devfeed.tech/tags/gamedev.md>), [http-3](<https://devfeed.tech/tags/http-3.md>), [multiplayer](<https://devfeed.tech/tags/multiplayer.md>), [netcode](<https://devfeed.tech/tags/netcode.md>), [quic](<https://devfeed.tech/tags/quic.md>), [realtime](<https://devfeed.tech/tags/realtime.md>), [rust](<https://devfeed.tech/tags/rust.md>), [snapshots](<https://devfeed.tech/tags/snapshots.md>), [udp](<https://devfeed.tech/tags/udp.md>), [webrtc](<https://devfeed.tech/tags/webrtc.md>)

### AI overview

This article discusses building a realtime multiplayer browser game with Rust and Bevy. It explains why TCP can delay updates, considers WebRTC and WebTransport over HTTP/3 and QUIC for unreliable data channels, and introduces snapshot interpolation as a multiplayer networking model.

### Source excerpt

How hard it is to build a realtime multiplayer browser game? Like asteroids, but multiplayer. Retro vibes with modern netcode 🚀.

## Разработка новой игры от компании Wargaming с помощью Rider for Unreal Engine

DevFeed: [Разработка новой игры от компании Wargaming с помощью Rider for Unreal Engine](<https://devfeed.tech/articles/wargaming-rider-for-unreal-engine-23940.md>)

Original publisher: [Read original article](<https://habr.com/ru/companies/JetBrains/articles/585894/>)

Author: anastasiak2512 (JetBrains)

Published: 2021-10-29T11:39:15Z

Content type: article

Language: ru

Sources: [JetBrains RU](<https://devfeed.tech/sources/jetbrains-ru.md>)

Topics: [rider](<https://devfeed.tech/topics/rider.md>), [Unreal Engine](<https://devfeed.tech/topics/unreal-engine.md>), [C++](<https://devfeed.tech/topics/c-plus-plus.md>), [ide](<https://devfeed.tech/topics/ide.md>)

Tags: [c-plus-plus](<https://devfeed.tech/tags/c-plus-plus.md>), [gamedev](<https://devfeed.tech/tags/gamedev.md>), [ide](<https://devfeed.tech/tags/ide.md>), [resharper](<https://devfeed.tech/tags/resharper.md>), [rider](<https://devfeed.tech/tags/rider.md>), [unreal](<https://devfeed.tech/tags/unreal.md>), [unreal-engine](<https://devfeed.tech/tags/unreal-engine.md>), [visual-studio](<https://devfeed.tech/tags/visual-studio.md>), [wargaming](<https://devfeed.tech/tags/wargaming.md>)

### AI overview

An interview with Wargaming RED about developing an unannounced third-person sci-fi shooter in C++ with Unreal Engine. The team discusses its project structure, Unreal Engine reflection and metaprogramming, and the use of Rider for Unreal Engine alongside Visual Studio.

### Source excerpt

Последние полтора года открыта программа раннего доступа к Rider for Unreal Engine -- IDE для разработки игр на C++ с использованием Unreal Engine. На сегодняшний день в программе участвуют десятки тысяч индивидуальных разработчиков игр, a также множество студий и больших компаний, занимающихся игровой разработкой. Нам стало интересно узнать, за что эти люди ценят наш продукт, что им нравится и чего не хватает. Мы решили поговорить с Вячеславом Дубиковским -- техническим директором в компании Wargaming RED, которая совсем недавно начала свою работу в Москве. Читать далее

## Tips & tricks for building a game using Compose for Desktop

DevFeed: [Tips & tricks for building a game using Compose for Desktop](<https://devfeed.tech/articles/tips-tricks-for-building-a-game-using-compose-for-desktop-22988.md>)

Original publisher: [Read original article](<https://dev.to/kotlin/tips-tricks-for-building-a-game-using-jetpack-compose-for-desktop-266o>)

Author: Sebastian Aigner

Published: 2021-05-06T13:03:41Z

Content type: tutorial

Language: en

Sources: [Kotlin](<https://devfeed.tech/sources/kotlin-2.md>)

Topics: [compose-for-desktop](<https://devfeed.tech/topics/compose-for-desktop.md>), [Jetpack Compose](<https://devfeed.tech/topics/jetpack-compose.md>), [arcade](<https://devfeed.tech/topics/arcade.md>), [ui](<https://devfeed.tech/topics/ui.md>)

Tags: [android](<https://devfeed.tech/tags/android.md>), [building](<https://devfeed.tech/tags/building.md>), [coding](<https://devfeed.tech/tags/coding.md>), [community](<https://devfeed.tech/tags/community.md>), [compose](<https://devfeed.tech/tags/compose.md>), [compose-for-desktop](<https://devfeed.tech/tags/compose-for-desktop.md>), [desktop](<https://devfeed.tech/tags/desktop.md>), [development](<https://devfeed.tech/tags/development.md>), [engineering](<https://devfeed.tech/tags/engineering.md>), [gamedev](<https://devfeed.tech/tags/gamedev.md>), [implementation](<https://devfeed.tech/tags/implementation.md>), [inclusive](<https://devfeed.tech/tags/inclusive.md>), [jetpackcompose](<https://devfeed.tech/tags/jetpackcompose.md>), [kotlin](<https://devfeed.tech/tags/kotlin.md>), [software](<https://devfeed.tech/tags/software.md>), [tips](<https://devfeed.tech/tags/tips.md>), [tricks](<https://devfeed.tech/tags/tricks.md>)

### AI overview

This tutorial explains additional implementation details for building an Asteroids clone with Compose for Desktop. It covers clipping game objects to the play surface, using device-independent pixels and screen density for coordinates, geometry and linear algebra, and frame-independent movement.

### Source excerpt

In the first part of my blog post series about building a small clone of the classic arcade game Asteroids on top of Jetpack Compose for Desktop, we saw how to implement the main game loop, as well as manage state and draw basic shapes. In this post, we will explore some more details of the game implementation. This includes: Rendering details - making sure game objects don't escape our play area, and using a device-independent coordinate system for rendering Geometry and linear algebra - the secret sauce that makes the space ships fly Frame-independent movement - so that our game works consistently. Let's learn about these topics! Rendering: Clipping and Coordinate Systems In the context of rendering, there are two areas that still need our attention - we need to make sure that our game objects are constrained to the game surface, and we need to make a conscious decision about the units of the coordinates we use to describe the position of a game object. We'll discuss both in this section. Clipping By default, Compose naively draws your objects without any clipping. This means game objects can poke outside the "play surface", which produces a weirdly fourth-wall-breaking effect: We constrain the game objects to the bounds of our play surface by applying Modifier.clipToBounds() to the Box which defines our play surface: Box(modifier = Modifier .fillMaxWidth() .fillMaxHeight() .clipToBounds() // . . . Because all our game elements are drawn as children of this play area Box, using this modifier causes the rendered entities inside it to be cut off at the edges (instead of being drawn over the surrounding user interface): Device-Independent Pixels and Density Something else to be aware of when doing any kind of rendering tasks in Compose for Desktop is to keep the units of measurement in the back of your mind. Wherever I worked with coordinates, I decided to work in device-independent pixels: The mouse pointer position is stored as a DpOffset Game width and height are

## How I built an "Asteroids" game using Jetpack Compose for Desktop

DevFeed: [How I built an "Asteroids" game using Jetpack Compose for Desktop](<https://devfeed.tech/articles/how-i-built-an-asteroids-game-using-jetpack-compose-for-desktop-22981.md>)

Original publisher: [Read original article](<https://dev.to/kotlin/how-i-built-an-asteroids-game-using-jetpack-compose-for-desktop-309l>)

Author: Sebastian Aigner

Published: 2021-05-06T13:03:23Z

Content type: tutorial

Language: en

Sources: [Kotlin](<https://devfeed.tech/sources/kotlin-2.md>)

Topics: [compose-for-desktop](<https://devfeed.tech/topics/compose-for-desktop.md>), [Jetpack Compose](<https://devfeed.tech/topics/jetpack-compose.md>), [Code](<https://devfeed.tech/topics/code.md>), [arcade](<https://devfeed.tech/topics/arcade.md>)

Tags: [android](<https://devfeed.tech/tags/android.md>), [code](<https://devfeed.tech/tags/code.md>), [coding](<https://devfeed.tech/tags/coding.md>), [community](<https://devfeed.tech/tags/community.md>), [compose-for-desktop](<https://devfeed.tech/tags/compose-for-desktop.md>), [development](<https://devfeed.tech/tags/development.md>), [engineering](<https://devfeed.tech/tags/engineering.md>), [gamedev](<https://devfeed.tech/tags/gamedev.md>), [games](<https://devfeed.tech/tags/games.md>), [inclusive](<https://devfeed.tech/tags/inclusive.md>), [jetpack-compose](<https://devfeed.tech/tags/jetpack-compose.md>), [jetpackcompose](<https://devfeed.tech/tags/jetpackcompose.md>), [kotlin](<https://devfeed.tech/tags/kotlin.md>), [software](<https://devfeed.tech/tags/software.md>), [state-management](<https://devfeed.tech/tags/state-management.md>)

### AI overview

A tutorial explaining how to build a basic Asteroids-style game with Jetpack Compose for Desktop. It discusses the game's structure, including the game loop, state management, rendering, and the differences between declarative UI and repeatedly updating game logic.

### Source excerpt

A while ago, I tweeted about a small game I had created on top of Jetpack Compose for Desktop: A small clone of the classic arcade game Asteroids, in which you control a space ship with your mouse, and navigate the vastness of space, avoiding and breaking asteroids in the process. // Detect dark theme var iframe = document.getElementById('tweet-1382668779377762305-462'); if (document.body.className.includes('dark-theme')) { iframe.src = "https://platform.twitter.com/embed/Tweet.html?id=1382668779377762305&theme=dark" } Today, it's time to take a look under the hood and understand how I built a basic version of this game, and how Compose for Desktop helped me achieve it in just one evening! We will take a look at parts and structures in the code that I find the most interesting. To see how it all fits together, I suggest exploring the whole code on GitHub. The whole implementation is only 300 lines of code, which I hope makes studying and understanding it easy. The Game If you're not caught up on your 80s arcade trivia, Asteroids was a popular arcade game where you try to steer your space ship through space, avoiding and destroying asteroids with your ship. Because of the limitations of the hardware at the time, the game is quite simplistic in appearance: a triangular spaceship moves across a plain background and avoids simple displays of asteroids on a 2D surface. What makes this a challenge is the interia: Just like a real space ship, your spaceship moves along its course in a straight line at constant speed, and you need to make corrective maneuvers by turning your ship and directing your thrust. Asteroids has achieved cult status in the arcade game scene. Because of that, I wanted to see what it would take to recreate this experience using Jetpack Compose for Desktop! The Building Blocks I have roughly divided the project into a few building blocks that make up the project, and that we will talk about. Namely, those are: The Game Loop Game State Management Render

## April 2015 Meeting Minutes

DevFeed: [April 2015 Meeting Minutes](<https://devfeed.tech/articles/april-2015-meeting-minutes-33084.md>)

Original publisher: [Read original article](<https://reactos.org/project-news/april-2015-meeting-minutes/>)

Published: 2015-05-03T00:00:00Z

Content type: news

Language: en

Sources: [Front Page on ReactOS Website](<https://devfeed.tech/sources/front-page-on-reactos-website.md>)

Topics: [ReactOS](<https://devfeed.tech/topics/reactos.md>), [Development](<https://devfeed.tech/topics/development.md>), [WINE](<https://devfeed.tech/topics/wine.md>)

Tags: [free](<https://devfeed.tech/tags/free.md>), [gamedev](<https://devfeed.tech/tags/gamedev.md>), [mediawiki](<https://devfeed.tech/tags/mediawiki.md>), [needs](<https://devfeed.tech/tags/needs.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [os](<https://devfeed.tech/tags/os.md>), [patches](<https://devfeed.tech/tags/patches.md>), [react](<https://devfeed.tech/tags/react.md>), [reactos](<https://devfeed.tech/tags/reactos.md>), [server](<https://devfeed.tech/tags/server.md>), [website](<https://devfeed.tech/tags/website.md>), [win32](<https://devfeed.tech/tags/win32.md>), [winapi](<https://devfeed.tech/tags/winapi.md>)

### AI overview

ReactOS's April 2015 meeting covered developer work on NTVDM, Wine synchronization, website components, bug fixing, and planning for ReactOS Hackfest 2015.

### Source excerpt

2015-04-30 19:00 UTC dev.reactos.org, #meeting Proceedings Meeting started at 19:09 by Aleksey Bragin Point 1: Developer Briefings Point 2: ReactOS Hackfest 2015 Point 1 Aleksandar Andrejevic: During the last month, Aleksandar has been fixing bugs in various parts of NTVDM, and is planning on fixing more bugs in the near future. Amine Khaldi: Amine was continuing the wine sync effort, while assisting and guiding some new comers that showed up recently, to make sure they contribute to the most urgent needs.