Anthony DiPerna
Director of Engineering at Samsara. Game development, side projects, and musings from Anthony DiPerna.
Archive of posts with category 'gamedev'
I’ve been building a game called All Is Vanity in my spare time. This week I tried something ambitious: running eight AI coding agents simultaneously against the codebase.
I’ve been carrying a game in my head for forty years.
It started with a Commodore 64 in a crawlspace. Behind the water heater, wrapped in a garbage bag from 1990, next to a disk drive we named Jared. The 5.25”...
Every other project from Day 1 was a port. Squirrel Defense was the one I built from nothing — a game I made with my kids. No Haxe source to...
Saturday I sat down with Claude Code (Opus 4.6) and decided to see how much I could get done in a day. The answer: a lot more than I expected....
Back in the day I built TappyPlane for a 3-hour game jam. It was a Flappy Bird clone starring a little green plane dodging rock pillars — built with Haxe,...
I built a Snake game in 4 hours for a game jam back in 2014. Haxe, OpenFL, Flash target, 30 FPS. Three hand-crafted levels, frame-counter movement, bitmap tile rendering. It...
QuickSki started life as a Haxe/OpenFL slalom game – ski downhill, thread gates, don’t hit trees. After porting TappyPlane to Godot 4, I gave QuickSki the same treatment. But this...
After the last article, Nape and Barrage are integrated and running together, but we still have a few issues -- Mainly that both Nape and Barrage want full control over a bullet's...
Back when we first started working with OpenFl a robust UI framework didn’t exist. The first revision of our game interface was a homegrown solution which worked well but didn’t follow any...