### Mixium postmortem

Mixium is a puzzle game in which you mix liquids to achieve a particular ratio. The trouble is: your beakers don’t have any scale on them, so you can only fill them to the brim or empty them into a larger beaker.

### Discrete physics on a 2D grid: back to basics

Last week, I talked about a fairly sophisticated attempt at solving my 2D discrete physics problem, which ultimately turned out to have unfixable flaws. But I need this problem solved for my game, so I decided to relax my requirements for the time being.

### Writing a test DSL in Kotlin

As I previously wrote, I recently fell in love with the Kotlin language. It’s been over four months since that post, and my enthusiasm has not diminished.

### Discrete physics on a 2D grid: a dissatisfying solution

In last week’s post, I discussed my first two failed attempts at creating something like physics on a 2D grid. It gathered a good deal of attention on Reddit, with several replies from people claiming to have solved it, only to introduce new problems.

### Discrete physics on a 2D grid: how hard can it be?

In the last post, I described my requirements for a 2D discrete physics system I’m working on. Now that I’ve laid out what the system should do, let’s turn to the implementation.

### Discrete physics on a 2D grid: setting the stage

For a new game I’m working on, I need some 2D “physics” that work in discrete time and discrete space. In other words: every object consists of one or more blocks aligned to a square grid, and time advances in turn-based steps.

### frozenfractal.com now available over HTTPS

As of just now, https://frozenfractal.com is a thing. This means you can browse my site securely, knowing that the NSA can probably not see which pages you are viewing.

### Texture compression on mobile demystified

If you’re developing a game for mobile devices, chances are you have run into the words “texture compression”. Texture compression helps to keep video memory usage down, reduce download sizes and loading times, and may even reduce power consumption.

### 10 cool things about Kotlin

Kotlin is a programming language developed by JetBrains (the makers of IntelliJ IDEA), which compiles down to Java bytecode. I got over my initial aversion for the ugly name, and decided to give it a try.

### The new new frozenfractal.com

I didn’t plan it this way, but it seems to be becoming a tradition: redesigning this website around the new year. Last time, we went from this…

### Twistago at Spielwies'n

This weekend, November 5th and 6th (and actually yesterday as well), Twistago has a stand at one of Germany’s largest board game fairs, Spielwies’n, in the MOC in München.

### Choosing an HTML5 2D engine

Because Dragon Attack’s performance on Crafty.js was disappointing, and the libGDX port also had problems running smoothly when compiled to JavaScript (plus some unfortunate technical decisions I made along the way), I’ve decided to go for a third rewrite, using better tech.

### Leonardo's Painting Machine

This… is Leonardo’s Painting Machine! It’s my entry for the Ludum Dare 36 compo, a game jam where you make a game in 48 hours, this time to the theme of ‘Ancient Technology’.

### A little puzzle experiment

Here’s a thing I’m working on: The aim is simply to classify each square on the grid as either land or water. Your clues consist of the following:

### Twistago AI, part 3: Hard

This is the third and final part of a series in which I explain how the artificial intelligence works in my latest game, Twistago. In case you missed the first or second part, you can catch up on them here and here.

### Goals progress

At the beginning of this year, I posted a set of goals for the first half of the year. The idea was that a public commitment would help me stick to them.

### Twistago AI, part 2: Normal

This is the second part of a three-part series in which I explain how the artificial intelligence works in my latest game, Twistago. In case you missed the first part, you can catch up on it here.

### Twistago AI, part 1: Easy

This is the first part of a three-part series in which I explain how the artificial intelligence works in my latest game, Twistago. The AI has three different levels: easy, normal and hard.

### Twistago has launched!

As I alluded to in a previous post, Mystery Game No. 1 is no longer a mystery. It is called Twistago and it’s the best thing since… well… the second best thing!

### Facebook integration in Dragon Attack

Always new things to learn! This week, I integrated Facebook highscores into Dragon Attack, so you’ll be able to see your friends’ scores and challenge them to beat yours.