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    <title>Game Development on NCoT Tech</title>
    <link>https://ncot.uk/tags/game-development/</link>
    <description>Recent content in Game Development on NCoT Tech</description>
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    <lastBuildDate>Fri, 16 Oct 2026 20:06:31 +0100</lastBuildDate>
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    <item>
      <title>Retro Gamedev Is Hard</title>
      <link>https://ncot.uk/videos/retro-gamedev-is-hard/</link>
      <pubDate>Sat, 28 Feb 2026 14:36:56 +0000</pubDate>
      <guid>https://ncot.uk/videos/retro-gamedev-is-hard/</guid>
      <description>Welcome to the next edition of Gamedev The Hard Way, my attempt at writing a game from scratch for the Agon Light, using nothing but C. This time I create a tilemap system.

#AgonLight #Sprites #RetroComputing #GameDev</description>
    </item>
    <item>
      <title>Game Engine to Functional First Game   the Hello World of Gamedev</title>
      <link>https://ncot.uk/videos/game-engine-to-functional-first-game---the-hello-world-of-gamedev/</link>
      <pubDate>Sat, 28 Feb 2026 14:36:10 +0000</pubDate>
      <guid>https://ncot.uk/videos/game-engine-to-functional-first-game---the-hello-world-of-gamedev/</guid>
      <description>Welcome to the next edition of Gamedev The Hard Way, my attempt at writing a game from scratch for the Agon Light, using nothing but C. This time I actually make a game! For once I actually finish something.

#AgonLight #RetroComputing #GameDev</description>
    </item>
    <item>
      <title>Agon Light Joystick Interface - How Not to Program Hardware</title>
      <link>https://ncot.uk/videos/agon-light-joystick-interface---how-not-to-program-hardware/</link>
      <pubDate>Sat, 28 Feb 2026 14:28:30 +0000</pubDate>
      <guid>https://ncot.uk/videos/agon-light-joystick-interface---how-not-to-program-hardware/</guid>
      <description>Welcome to the next edition of Gamedev The Hard Way, my attempt at writing a game from scratch for the Agon Light, using nothing but C. This time I make a joystick work by building a joystick interface for the Agon Light. Then I program it to add it to my game.

#AgonLight #RetroComputing #GameDev</description>
    </item>
    <item>
      <title>ECS Archetypes System</title>
      <link>https://ncot.uk/blog-posts/ecs-archetypes-system/</link>
      <pubDate>Sat, 29 Nov 2025 22:57:45 +0000</pubDate>
      <guid>https://ncot.uk/blog-posts/ecs-archetypes-system/</guid>
      <description>I’m creating a game engine from scratch. Last time I wrote about the entity component system and how that works. This time I want to explain how the entities get created.

#GameDev</description>
    </item>
    <item>
      <title>Axis Aligned Bounding Boxes - Collision Detection Without Physics</title>
      <link>https://ncot.uk/videos/axis-aligned-bounding-boxes---collision-detection-without-physics/</link>
      <pubDate>Tue, 04 Nov 2025 21:19:21 +0000</pubDate>
      <guid>https://ncot.uk/videos/axis-aligned-bounding-boxes---collision-detection-without-physics/</guid>
      <description>Welcome to the next edition of Gamedev The Hard Way, my attempt at writing a game from scratch for the Agon Light, using nothing but C. This time I get thoroughly distracted and accidentally make a Pong style game idea while figuring out how to add collision detection to my game engine. I implement the AABB Axis Aligned Bounding Box algorithm.

#AgonLight #RetroComputing #GameDev</description>
    </item>
    <item>
      <title>Creating an Entity Component System for My Retro Video Game Engine</title>
      <link>https://ncot.uk/videos/creating-an-entity-component-system-for-my-retro-video-game-engine/</link>
      <pubDate>Tue, 14 Oct 2025 09:43:51 +0100</pubDate>
      <guid>https://ncot.uk/videos/creating-an-entity-component-system-for-my-retro-video-game-engine/</guid>
      <description>Welcome to the next edition of Gamedev The Hard Way, my attempt at programming a game from scratch for the Agon Light, using nothing but C. This time I throw away a ton of code and replace it with a shiny new Entity Component System.

#AgonLight #RetroComputing #GameDev</description>
    </item>
    <item>
      <title>Ecs Entity Component System</title>
      <link>https://ncot.uk/blog-posts/ecs-entity-component-system/</link>
      <pubDate>Fri, 03 Oct 2025 22:05:17 +0100</pubDate>
      <guid>https://ncot.uk/blog-posts/ecs-entity-component-system/</guid>
      <description>Let’s make a game engine properly, rather than beating on it until something works. This time, I’m creating an entity component system.

#GameDev</description>
    </item>
    <item>
      <title>State Machines - How to Engineer Better Software</title>
      <link>https://ncot.uk/videos/state-machines---how-to-engineer-better-software/</link>
      <pubDate>Fri, 03 Oct 2025 20:19:23 +0100</pubDate>
      <guid>https://ncot.uk/videos/state-machines---how-to-engineer-better-software/</guid>
      <description>Welcome to the next edition of Gamedev The Hard Way, my attempt at writing a game from scratch for the Agon Light, using nothing but C. This time I attempt to put the “engineering” back in “software engineer”. Instead of blindly hacking away at my code and hoping for the best, I am now more thoughtfully designing a system.

#AgonLight #RetroComputing #GameDev</description>
    </item>
    <item>
      <title>A Retro Game Made With 21st Century Thinking Gamedev the Hard Way</title>
      <link>https://ncot.uk/videos/a-retro-game-made-with-21st-century-thinking---gamedev-the-hard-way/</link>
      <pubDate>Wed, 11 Jun 2025 22:05:03 +0100</pubDate>
      <guid>https://ncot.uk/videos/a-retro-game-made-with-21st-century-thinking---gamedev-the-hard-way/</guid>
      <description>In this abridged video, I walk you through the process of building a text adventure game from scratch on the Agon Light. Rather than a deep dive into every line of code, this video focuses on explaining the overall structure and design choices behind the project.

#AgonLight #RetroComputing #GameDev</description>
    </item>
    <item>
      <title>My Game Engine Has a Fatal Flaw - Here&#39;s How I Found It : #Gamedev the Hard Way</title>
      <link>https://ncot.uk/videos/my-game-engine-has-a-fatal-flaw--heres-how-i-found-it-gamedev-the-hard-way/</link>
      <pubDate>Mon, 21 Apr 2025 08:10:43 +0100</pubDate>
      <guid>https://ncot.uk/videos/my-game-engine-has-a-fatal-flaw--heres-how-i-found-it-gamedev-the-hard-way/</guid>
      <description>Welcome to the next edition of Gamedev The Hard Way. This time I’m programming some basic enemy behaviours to test out my game’s entity handling code. Things don’t go to plan however and I discover some quite major problems with the physics and tilemap code.

#Sprites #GameDev #Graphics #Programming</description>
    </item>
    <item>
      <title>Tilemap Game Engine Development - Agon Light C Programming</title>
      <link>https://ncot.uk/videos/tilemap-game-engine-development-agon-light-c-programming/</link>
      <pubDate>Thu, 24 Oct 2024 14:32:42 +0000</pubDate>
      <guid>https://ncot.uk/videos/tilemap-game-engine-development-agon-light-c-programming/</guid>
      <description>In this video, I’ll show you how I built a tilemap system from scratch in C for the Agon Light, and integrated it into my existing game engine. Getting the physics engine to handle collisions with the tilemap was no easy task, but I’ll walk you through how I made it work. On top of that, I explore some game design, sketching out ideas for where the game is…

#AgonLight #CProgramming #Sprites #GameDev</description>
    </item>
    <item>
      <title>Writing a game the hard way - from scratch using C - Part 2</title>
      <link>https://ncot.uk/videos/writing-a-game-the-hard-way-from-scratch-using-c-part-2/</link>
      <pubDate>Sat, 07 Sep 2024 18:54:09 +0000</pubDate>
      <guid>https://ncot.uk/videos/writing-a-game-the-hard-way-from-scratch-using-c-part-2/</guid>
      <description>Join me on a journey as I attempt to write a game for my Agon Light using nothing but raw C programming. In this second episode I figure out how to make a very basic 2D rigid body physics system work.

#AgonLight #CProgramming #RetroComputing #GameDev</description>
    </item>
    <item>
      <title>Writing a game the hard way - from scratch using C - Part 1</title>
      <link>https://ncot.uk/videos/writing-a-game-the-hard-way-from-scratch-using-c-part-1/</link>
      <pubDate>Sat, 17 Aug 2024 18:00:00 +0000</pubDate>
      <guid>https://ncot.uk/videos/writing-a-game-the-hard-way-from-scratch-using-c-part-1/</guid>
      <description>Join me on a journey as I attempt to write a game for my Agon Light using nothing but raw C programming. In this first episode I figure out what kind of game to make, look at some shareware games of the past and get a basic game engine working, using nothing but C code – no external game engines or modern development tools.

#AgonLight #AtariST #ZXSpectrum #CProgramming</description>
    </item>
    <item>
      <title>Gamedev the hard way - doing it all myself</title>
      <link>https://ncot.uk/projects/agon-light/gamedev-the-hard-way-doing-it-all-myself/</link>
      <pubDate>Wed, 26 Jun 2024 09:39:40 +0000</pubDate>
      <guid>https://ncot.uk/projects/agon-light/gamedev-the-hard-way-doing-it-all-myself/</guid>
      <description>Writing games is hard enough by itself, requiring a lot of different skills. So how can I make this even harder? How about I do literally everything myself, starting with nothing but a blank source file and write all the code by hand. No game engines or libraries. If I need something, I need to write it myself. And since we’re doing this the hard way, let’s write games for an…

#AgonLight #Z80 #RetroComputing #GameDev</description>
    </item>
    <item>
      <title>Gamedev, music, art and being creative</title>
      <link>https://ncot.uk/blog-posts/gamedev-music-art-and-being-creative/</link>
      <pubDate>Sat, 25 Mar 2023 23:52:10 +0000</pubDate>
      <guid>https://ncot.uk/blog-posts/gamedev-music-art-and-being-creative/</guid>
      <description>I am not a creative person, and I’d quite like to change this. There’s a bunch of creative skills I’ve never put the effort into improving and I think I might have some ways to overcome this. Let’s have a look…

#GameDev</description>
    </item>
    <item>
      <title>Setting up MSYS2 and LibSDL2 for graphics programming in Windows</title>
      <link>https://ncot.uk/blog-posts/setting-up-msys2-and-libsdl2-for-graphics-programming-in-windows/</link>
      <pubDate>Thu, 17 Nov 2022 22:14:42 +0000</pubDate>
      <guid>https://ncot.uk/blog-posts/setting-up-msys2-and-libsdl2-for-graphics-programming-in-windows/</guid>
      <description>I’m starting a graphics based project, and decided to use SDL2 in Windows. This meant setting up a development environment. Here’s some notes on how I set up MSYS2, VS Code and LibSDL2.

#CProgramming #SDL2 #Windows #GameDev</description>
    </item>
    <item>
      <title>Document Your Internal Projects</title>
      <link>https://ncot.uk/blog-posts/document-your-internal-projects/</link>
      <pubDate>Sat, 27 Aug 2022 13:09:37 +0000</pubDate>
      <guid>https://ncot.uk/blog-posts/document-your-internal-projects/</guid>
      <description>I have aspirations of actually making a game for my Spectrum Next. It’d be nice to turn the learning I’ve done into something more than a bunch of videos. This is not a blog post about making a game, this is a blog post about keeping notes. A few months ago I created a pretty nice template for a Spectrum Next game. It had a little state machine for different screens, an input handler and some…

#SpectrumNext #RetroComputing #GameDev</description>
    </item>
    <item>
      <title>#GitHubGameOff Jam 2019 Day 1</title>
      <link>https://ncot.uk/blog-posts/githubgameoff-jam-2019-day-1/</link>
      <pubDate>Sat, 02 Nov 2019 22:44:58 +0000</pubDate>
      <guid>https://ncot.uk/blog-posts/githubgameoff-jam-2019-day-1/</guid>
      <description>Day 1 of the GitHub Game Off jam, where I create a basic platform controller and level builder.

#Godot #GameDev</description>
    </item>
    <item>
      <title>One Lone Coder Jam 2019</title>
      <link>https://ncot.uk/blog-posts/one-lone-coder-jam-2019/</link>
      <pubDate>Sun, 08 Sep 2019 18:50:23 +0000</pubDate>
      <guid>https://ncot.uk/blog-posts/one-lone-coder-jam-2019/</guid>
      <description>This week I took part in the One Lone Coder 2019 game jam. The theme of this was “destruction”… My entry was started Friday, a mere 48 hours before the deadline. Yes, a week long jam where I had a whole seven days to come up with an idea was started 48h before the end… Have a good idea The main issue I had this time was thinking up an idea that felt good enough to be a game. I had a bunch of half-ideas, but none of them…

#Godot #GameDev</description>
    </item>
    <item>
      <title>Godot Wild Jam 12</title>
      <link>https://ncot.uk/blog-posts/godot-wild-jam-12/</link>
      <pubDate>Tue, 20 Aug 2019 09:44:59 +0000</pubDate>
      <guid>https://ncot.uk/blog-posts/godot-wild-jam-12/</guid>
      <description>Between the 9th and 16th August 2019 I took part in the Godot Wild Jam. Let’s go through what it was like, and the things I learned this time.

#Godot #GameDev</description>
    </item>
    <item>
      <title>Component Based Game Engine From Scratch Part 2</title>
      <link>https://ncot.uk/blog-posts/component-based-game-engine-from-scratch-part-2/</link>
      <pubDate>Sat, 13 Apr 2019 16:50:49 +0000</pubDate>
      <guid>https://ncot.uk/blog-posts/component-based-game-engine-from-scratch-part-2/</guid>
      <description>Last time I explained in detail how the whole system worked. This time I will focus on the component system, as it is quite complex. Using it isn’t complex, but I’m trying to mimic Unity’s functionality that was written in C#. Functionality that is partially implemented within the editor and doesn’t relate directly to typing in code. I have no idea how Unity really does…

#CPlusPlus #CProgramming #GameDev #Programming</description>
    </item>
    <item>
      <title>Easier Game Controller Input in SDL with SDL_GameController</title>
      <link>https://ncot.uk/blog-posts/easier-game-controller-input-in-sdl-with-sdl_gamecontroller/</link>
      <pubDate>Sat, 13 Apr 2019 14:35:10 +0000</pubDate>
      <guid>https://ncot.uk/blog-posts/easier-game-controller-input-in-sdl-with-sdl_gamecontroller/</guid>
      <description>Game controllers on computers are somewhat irritating to manage compared to a console. Has the user plugged in an XBox controller? A PS4 controller, or have they obtained some random USB controller they found on eBay? Coping with this in SDL was difficult, with SDL just telling you “button 13 pressed” or “joystick axis 4 moved”, which is great except all your code really wants to know is…

#SDL2 #GameDev</description>
    </item>
    <item>
      <title>Component Based Game Engine From Scratch Part 1</title>
      <link>https://ncot.uk/blog-posts/component-based-game-engine-from-scratch-part-1/</link>
      <pubDate>Sun, 10 Mar 2019 21:44:59 +0000</pubDate>
      <guid>https://ncot.uk/blog-posts/component-based-game-engine-from-scratch-part-1/</guid>
      <description>This is going to be the first part in a continuing series where I try to explain how and why I’m creating my own game engine using C&#43;&#43; and the SDL library. My engine isn’t going to do anything amazing, but will borrow ideas from other engines I’ve used before such as Unity.

#CPlusPlus #CProgramming #SDL2 #GameDev</description>
    </item>
    <item>
      <title>Text printing using bitmap characters in C&#43;&#43; and SDL</title>
      <link>https://ncot.uk/blog-posts/text-printing-using-bitmap-characters-in-c-and-sdl/</link>
      <pubDate>Mon, 04 Feb 2019 22:13:22 +0000</pubDate>
      <guid>https://ncot.uk/blog-posts/text-printing-using-bitmap-characters-in-c-and-sdl/</guid>
      <description>Back in the mists of history, sometime around the 90s it was quite common for games and demos to display text on the screen. Since we’re talking about old computers with barely any usable RAM, the text was stored as images. A giant single image with every character placed within it. To display words programmers had to be a bit inventive. That’s the topic of today’s post.

#CPlusPlus #SDL2 #GameDev #Graphics</description>
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