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How to make a game by yourself in 2026

How to make a game by yourself in 2026

Love it or hate it – AI development is here to stay. Despite all the hand wringing, you simply cannot justify spending months making something that a single developer and AI can make equally well in a week.

Stefan 3D AI and Top 3D AI – Tutorials & Reviews tell us how he’s been making all his games using various AI frameworks.

His take: download the Mr Mak workspace and hook it to Claude. He found that the $200/month plan was more than enough. Interesting that people are now coming up with workflow systems/frameworks for AI now.

Stay near the origin kids

Stay near the origin kids

Most GPUs use the IEEE 754 single-precision floating-point format, known as FP32. The thing about using fixed representation for floating point values is that sacrifices have to be made. As you get further from 0.0, floating point gets less and less precise until…well these things happen.

Here’s what happens when you start translating objects far away from (0.0, 0.0, 0.0). After about 1km, things start getting imprecise enough to notice.

Here’s a good explanation.

Bodycam audio

Bodycam audio

I’ve written about this crazy game in development before, but their developer videos are really stepping things up a notch in realism.

Most games try to make guns sound cinematic by bringing big bass, big punch, and a big Hollywood explosion. But real guns don’t feel cinematic. They feel dangerous because in real life a gunshot isn’t just a sound but a shockwave. The first time you hear a real weapon fired near you, it’s usually terrifying.

In asking what modern games are missing, these guys made some great analysis of real gunshots and have made some interesting progress in their own version of environmental sound mapping that seeks to simulate interaction with the environment. Sound Rendering has been researched for over a decade, but there wasn’t really the compute to pull it off in modern games that were mostly focused on visuals.

This is still largely the case, but we’re starting to have more and more compute overhead – and I love how they’re not just following the crowd but trying to ask how to make something even better.

Their solution seems to have a good balance of simulating physical reality with real-time compute tradeoffs. Still – it’s great seeing people pushing the ball forward when too many games just end up playing like Call of Duty.

Microsoft’s new UI – WinUI3

Microsoft’s new UI – WinUI3

WinUI 3 is the recommended native UI framework for building new Windows desktop applications. It brings the Fluent Design System, high-performance rendering, and a powerful XAML-based programming model to both C# and C++ developers.

Delivered as part of the Windows App SDK, WinUI enables you to create modern, polished, and responsive desktop experiences that run on Windows 10, version 1809 (build 17763) and later, including Windows 11.

That’s the promise anyway. You can program in .NET (C#) or C++ with XAML markup to build apps that run across x86, x64, and ARM devices.

While I applaud the effort, one has to wonder the logic. OS lockin to Windows is largely a thing of the past with most apps being web-based. Almost no company wants single-platform solutions. The cases that need a truly native application are very limited – things like games (which don’t need native UIs), and performance/productivity tools that directly access hardware. I worked on one such app for many years, but those kinds of apps are growing fewer and farther between.

What would be more amazing is if such a framework could also sit as a shim under old Win32 and older native/.NET apps and automatically update them to the new look and feel as well as provide this new UI interface. I realize that may not be possible without breaking lots of apps, but it could be amazing for those apps it does work for. Maybe something for Microsoft to think about…

Byzantine Generals Problem

Byzantine Generals Problem

Fun CS problem: Byzantine General’s Problem also called the interactive consistency problem.

The Byzantine general’s problem considers a number of generals who are attacking a fortress. The generals must decide as a group whether to attack or retreat; some may prefer to attack, while others prefer to retreat. The important thing is that all generals agree on a common decision, for a half-hearted attack by a few generals would become a rout, and would be worse than either a coordinated attack or a coordinated retreat. The problem is complicated further by the generals being physically separated and having to send their votes via messengers who may fail to deliver votes or may forge false votes.

Network breakthrough: Amazon flat random networks

Network breakthrough: Amazon flat random networks

A 2026 report by Wired shared that Amazon supposedly has developed a new kind of flat network architecture. It’s kind of a holy grail idea that people have tried before, but never been able to pull off well. This new architecture supposedly allows them to use 69% fewer routers and switches, and 40% less power at the massive Amazon Web Services (AWS) data centers. Yet provide 33% better throughput.

The core of the breakthrough is called resilient network graphs, or RNG. It’s a way to use random cable connections to make a network more efficient. It’s counter-intuitive, but researchers have long thought a more distributed or even random physical networking connectivity architecture would be faster and remove many bottlenecks often found in strict tree or ring hierarchies.
What finally makes it possible are two key innovations. On the hardware side is a device called a ShuffleBox, which randomizes physical cable connections between network components to make the network structure more efficient. It pairs that hardware with routing software called Spraypoint, a custom traffic-routing algorithm specifically designed to work within the RNG design. 

EVE Online Carbon engine open sourced

EVE Online Carbon engine open sourced

Fenris Creations (Formerly known as CCP Games until May 2026) announced today that Carbon, their cross-platform game engine framework behind EVE Online (and EVE Frontier) is now completely open source.

The full code release includes lots of different modules like Destiny, Carbon’s physics simulation and pathfinding technology, and Trinity, Carbon’s graphics module. There’s also networking, UI, audio, resource management, scripting, scheduling and many more. It’s an amazing body of work for people to learn from.

The purpose of releasing it according to Ben Hunter, Senior Development Director?

“Carbon was built for a very specific purpose: to support living virtual worlds that can endure for decades. It has carried EVE Online through more than 20 years of continuous operation, from everyday player activity to some of the largest battles in videogame history. Open sourcing Carbon is about making that foundation visible, understandable, and useful to others. It is a commitment to transparency, longevity, and the belief that the next generation of persistent worlds will be stronger when more people can study, challenge, and build on the technology beneath them.”

Game industry is changing and embracing AI slowly

Game industry is changing and embracing AI slowly

2026 Unity Game Development Report reports a lot of things many already know. The game industry – after massive hiring during Covid when people had nothing to do but play games – is now going through one of the worst layoff periods since the video game collapse of the 1980’s. This is causing major shifts in how and what game development teams are building. The report tells us the practical effects.

  • The majority of developers making their games with Unity (62%) use AI tools for coding assistance, with the second most popular use, writing and narrative design, at 44%. Only 5% of those surveyed responded with “I do not use AI.”
    • This is in line with GDC’s State of the Game Industry report
    • Larger teams are the ones adopting AI tools into their workflow at the highest rate with “79% of polled devs with over 150 team members say that AI tools have helped them improve efficiency.”

The activist elements of the game development industry have been staunchly anti-AI. As the survey shows, however, it’s probably already a losing position. This is especially true in the hyper-competitive environment that is game development where speed is critical.

It’s not just game developers. I recently read the lament of one seasoned programmer that interviewed really well at nVidia until they got to a set of AI experience questions. The tone changed when he said he didn’t use AI and had little experience coding with it. He went further and said he’d prefer not to use it. He didn’t get the offer and was complaining on the forum as to why that mattered since he was an excellent coder with over a decade of experience. An nVidia employee responded and said it clearly: the poster wouldn’t be successful at nvidia. Reason? Because everyone else would be coding circles around him. You simply cannot write the volume that is expected from you without it. Sticking your head in the sand and just doing everything by hand means you’ll soon be driving 40 on the freeway when everyone else is driving by at 65.

AI models that could only churn out slop 12 months ago started getting ‘good enough’ for testing and other menial tasks about 6 months ago. Now, in mid 2026, they’re good enough to create entire software stacks.

As a software engineer myself, the reality is it’s not a question of if you are using AI or not. If you are not, you simply cannot keep up with those that have learned how to use AI. AI has it’s problems, but it’s also a profound force multiplier.

Are jobs being lost to AI – almost certainly. But it doesn’t have to be the end of your career. What it does mean is you have to learn to use the tools and demonstrate you are more proficient than your competition at generating quality output.

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