![JetBrains GameDev Days 2026 – Call for Speakers [Video Presentation, Seminars, Volunteer]](https://external-preview.redd.it/gm0B6t53mD2aiMkYKKwsKFGA-jrmGXMMuGj_ReItXDs.png?width=140&height=78&auto=webp&s=0d98d0defc96f90d3e79a2f6238eb66b08dbda6c)
![JetBrains GameDev Days 2026 – Call for Speakers [Video Presentation, Seminars, Volunteer]](https://external-preview.redd.it/gm0B6t53mD2aiMkYKKwsKFGA-jrmGXMMuGj_ReItXDs.png?width=140&height=78&auto=webp&s=0d98d0defc96f90d3e79a2f6238eb66b08dbda6c)
Postgresql guide [Written Article, Database, NotGodot]
hatchet.run2dog - Godot in .NET [Web Deploy, C#, Framework Internals]
2dog.devCorners Don't Look Like That: Regarding Screenspace Ambient Occlusion (SSAO) [Written Article, Rendering, NotGodot]
nothings.orgSpriteStack2D: Add-on to create fake 3D from a single texture
You can find it here: https://github.com/VitSoonYoung/SpriteStack2D
In my last post I mention credit to Berlin Nights's Sprite Stacker, but I only borrow the texture as a test image, I didn't use any of his code. Sorry for the confusion as this is not my main language.
Tiny Fixed Function Renderer (TinyFFR): C# Rendering library [NotGodot]
tinyffr.devA free, cross-platform C# audio engine, and a new solution for GC-free operation!
Hello everyone!
In a previous post, I wrote that my goal is to create a cross-platform audio engine running under C# that can operate completely independently of the GC, but preserves the flexibility and productivity of C#. The past months have been spent searching and experimenting a lot to find the right solution to develop a real-time audio engine in C#. I tried integrating native engines into the C# code (miniaudio, portaudio), but these cannot be used without the influence of GC, since the data has to be processed, sent and received by the external C# code. My experience was that no matter how much I wrote the engine code GC-free, following the proper rules to not allocate data that would trigger GC, if the code using the engine allocated and triggered GC, real-time audio processing inevitably caused data loss and audible stutter. I didn't want to accept that there was no solution to the problem.
I studied the industry standards, how the big guys did it. I came to the conclusion that there was a solution. C# code should be completely excluded from audio processing.
I'm developing a stage multitrack backend player in C# for a band, and I need a reliable, stable real-time audio engine for it. I was looking for a memory-safe solution that matched the safety of managed code, so C++ was out of the question:
I realized that there was a language that brought the benefits of native with the efficiency of managed code's memory management. The Rust language became the ultimate C++ speed, C# memory safety without GC. This was the winner! However, the audio engine had to remain C#. I wrapped this entire audio processing native unit into a C# code, so I can use it as a C# API in any code.
A complete audio engine was created in Rust, based on managed code. All real-time audio data is processed by the Rust code, nothing is transferred to the managed side. The C# code is just a thin layer over the engine.
The API can be used with pure C# managed code, you just need to download the Nuget package, which contains everything you need to operate. Under the hood, a lightning-fast GC-free Rust audio engine does the work. The result is continuous operation, stutter-free audio processing, even under heavy GC load. Low latency, low CPU load, stable operation.
My code is completely free open source, which you can check out on github, you can use it freely. I think you can write an efficient and professional audio application with csharp too!
You can check it out on github here: https://github.com/ModernMube/OwnAudioSharp
80's Fonts [Written Article, Visual Design, Aesthetics, NotGodot]
psd-dude.comGetting Started with Git for (Godot) Game Dev [Video Tutorial, C#]
youtube.comTutorial: Create a full dungeon crawler in Godot in 20h
Hey everyone! Back with yet another tutorial series on how to build a full 3D dungeon crawler from scratch in Godot. This is a free 20h intermediate course on Youtube spread over 20 episodes of about 60 min each. It covers topics such as node-based state machines, composition models, ragdoll physics, shaders, pathfinding, lighting, level design, etc. All the art assets (textures, models, armatures, animations, etc) are made directly as part of this course with the objective to help folks become comfortable navigating the Aseprite-Blender-Godot 3D pipeline / workflow. All the code, art, music and other sound effects are released on Github under the MIT license. I've released the first two episodes today and will release new episodes every Mon/Wed/Fri at 9am PST over the next few weeks. Hope you find it useful!
Cheers!
Playlist on Youtube: https://www.youtube.com/playlist?list=PLT26e2jOwbdg
Play-test the game: https://gadgaming.itch.io/goblinsdencourse