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Parts

5 posts tagged with "Parts"

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Apr 22, 2026 · 2 min read

Game Primitives 01: The Heartbeat

Every video game, from Pong to Cyberpunk, runs on a continuous cycle called the Game Loop. This loop is the pulse of the software, responsible for pr…

Apr 22, 2026 · 2 min read

Game Primitives 02: The Touch

How does Mario know he's standing on a platform? How does a bullet know it hit an enemy? It all starts with Collision Detection. The simplest and mos…

Apr 22, 2026 · 2 min read

Game Primitives 03: The Motion

In the physical world, things don't just "be" at a location; they are constantly moving toward a location with a specific speed. To handle this in co…

Apr 22, 2026 · 2 min read

Game Primitives 04: The Mind

How do you keep your character from jumping while they're already in mid-air? How do you make sure they only play the "Run" animation while moving? Y…

Apr 21, 2026 · 5 min read

Interactive Waiting: TUI and GUI Animation Patterns

In software design, the "waiting state" is a critical moment. Below is a collection of 9 classic TUI animations and modern GUI counterparts, all runn…