<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom">
	<channel>
		<title>Gamedev on NicoLabs</title>
		<link>http://blog.hellonico.info/categories/gamedev/</link>
		<description>Recent content in Gamedev on NicoLabs</description>
		<generator>Hugo</generator>
		<language>en</language>
		
		
		
		
			<lastBuildDate>Mon, 27 Jul 2026 10:45:00 +0900</lastBuildDate>
		
			<atom:link href="http://blog.hellonico.info/categories/gamedev/index.xml" rel="self" type="application/rss+xml" />
			<item>
				<title>Lightning Fast 2D Games with Namakemono &amp; Coni</title>
				<link>http://blog.hellonico.info/posts/coni/namakemono-2d-games/</link>
				<pubDate>Mon, 27 Jul 2026 10:45:00 +0900</pubDate>
				<guid>http://blog.hellonico.info/posts/coni/namakemono-2d-games/</guid>
				<description>&lt;p&gt;Let&amp;rsquo;s face it: writing 2D browser games from scratch can be a total drag. Between managing Canvas contexts, handling asynchronous asset loading, and dealing with Javascript&amp;rsquo;s eccentricities, you often spend more time wrestling with boilerplate than actually designing your game.&lt;/p&gt;&#xA;&lt;p&gt;Enter &lt;strong&gt;Namakemono&lt;/strong&gt;—our incredibly cute and dangerously fast 2D game framework built natively in &lt;a href=&#34;https://github.com/hellonico/coni-lang&#34; target=&#34;_blank&#34; rel=&#34;noopener noreffer &#34;&gt;Coni&lt;/a&gt; targeting WebAssembly.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img&#xA;        class=&#34;lazyload&#34;&#xA;        src=&#34;http://blog.hellonico.info/svg/loading.min.svg&#34;&#xA;        data-src=&#34;http://blog.hellonico.info/namakemono1.png&#34;&#xA;        data-srcset=&#34;http://blog.hellonico.info/namakemono1.png, http://blog.hellonico.info/namakemono1.png 1.5x, http://blog.hellonico.info/namakemono1.png 2x&#34;&#xA;        data-sizes=&#34;auto&#34;&#xA;        alt=&#34;/namakemono1.png&#34;&#xA;        title=&#34;Namakemono Game Action&#34; /&gt;&lt;/p&gt;&#xA;&lt;h3 id=&#34;the-single-state-philosophy&#34;&gt;The Single State Philosophy&lt;/h3&gt;&#xA;&lt;p&gt;One of the biggest headaches in game development is state management. Do you keep your player, enemies, and projectiles in separate variables? What happens when an enemy needs to check the player&amp;rsquo;s position?&lt;/p&gt;</description>
			</item>
	</channel>
</rss>
