Devlog
- March 12, 2026 by voidgun#graal, #graalvm, #graal-vm, #native-image, #native image, #binaryVoidgun's dedicated server is a Java application. It runs libGDX in headless mode, simulates Box2D physics at 45 ticks per second, manages WebRTC peer connections, and handles up to 32 players per mat... Continue reading

- March 08, 2026 by voidgun#audio, #sound, #music, #webaudio, #gdx-webaudioVoidgun is a multiplayer arena shooter where sound is strategic information. Bullets whizz past from the left. A flag grab echoes from across the map. A ship collides with a wall behind you. You need... Continue reading

- March 08, 2026 by voidgun#gdx-teavm, #libgdx, #teavm, #loading, #preloadA SEAMLESS LOADING SCREEN FOR GDX-TEAVM How to bridge the gap between your HTML preload page and the framework's canvas loading screen. When you ship a libGDX game to the browser via gdx-teavm , the f... Continue reading

- March 04, 2026 by voidgun#libGDX, #webRTC, #WebSockets, #UDP, #TCPVoidgun is based on SpacedOut, a multiplayer arena shooter I originally wrote in 2016 as a desktop-only game. It used raw UDP sockets: fast, fire-and-forget packets for world snapshots, with a separat... Continue reading
- March 03, 2026 by voidgun#ai, #bot, #bots, #pathfinding, #navigationWhen you're playtesting a multiplayer arena shooter alone at 2 AM, you start to wish the game could fight back. That's how Voidgun's bot system started — and it ended up becoming one of the most sat... Continue reading

