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DVDevournal

A game developer's devlog · online, worldwide

The notebook I wish I'd read before I shipped my first engine.

Code-level deep-dives on the parts of building games that actually break.

Index

What the notebook covers

Everything here starts from working code and stays close to it. These are the running threads.

§1

Engine internals

The plumbing under a game: loops, timing, memory layout, allocators. The parts you write once and lean on for years.

game loopfixed timestepmemory
§2

Architecture

Keeping a codebase from collapsing under its own features. ECS, data-oriented design, and knowing when a pattern is overkill.

ECSdata-orientedsystems
§3

Performance

Measuring instead of guessing. Profilers, flame graphs, cache misses, and the discipline of proving a change actually helped.

profilingflame graphframe budget
§4

Tools & workflow

The unglamorous scaffolding — build times, hot reload, debugging rituals — that decides whether shipping feels good or awful.

buildhot reloaddebugging

Featured deep-dive

Why your physics tunnels through walls at 240 fps2

The bug feels random: on a fast machine, a falling box clips straight through the floor. It isn't random. It's your update step scaling with frame rate — a small delta means small collision moves, and eventually the object skips past the wall in a single frame.

The fix is a fixed-timestep accumulator: run the simulation in constant slices, decouple it from rendering, and interpolate the visuals in between. The full walkthrough has the loop, the interpolation math, and a runnable sample.

Read the full loop →
render render render variable frame rate accumulator += dt step step step step step fixed 16.6 ms steps
fig.02 — render runs whenever it can; the sim only advances in fixed slices.
A developer writing code on a laptop by a bright window with plants
fig.03 — most of Devournal is written here, badly, then edited until it's honest.

Who writes this

Kajus Miškinis

I've spent about a decade building game systems — two shipped indie titles, a stint on an engine team, and a lot of small tools nobody sees. Devournal is where I write the version I'd have wanted: specific, tested, and unafraid of a code listing.

Based in
Online, worldwide. Long winters are good for finishing things.
Works in
C++ and Rust mostly, plus whatever a project drags me into. Comfortable at the engine layer.
Writes about
The parts that broke and how they got fixed — not the polished version where everything worked first try.
Won't do
Framework hype, "10x" listicles, or code you can't run. If a post ships, its sample compiles.

Membership

Read for free. Go Pro for the workshop.

Every deep-dive stays readable without paying. Devournal Pro adds the full archive, downloadable source and project files, a private Q&A thread, and early access to work-in-progress writing.

$12 / mo
Free reader vs. Devournal Pro — prices in USD
What you get Free $0 forever Devournal Pro $12 / mo
Read new deep-divesYesYes
Full back-archive of every postYes
Downloadable source & project filesYes
Private Q&A thread with the authorYes
Early access to deep-dives in progressYes
Cancel anytime, keep what you downloadedYes
Start reading Become a member

Annual is $110/yr — about two months freesave ~24% Payment is arranged after you send the form; no card details are entered here.

The margin note

One email when a new deep-dive lands

No digest, no drip campaign. You get a short note with the link and a line on what it's about. That's the whole plan.

Free. Unsubscribe in one click.

Questions

Before you join

Is the writing free or paywalled?

New deep-dives are free to read in full. Pro unlocks the back-archive, the downloadable source and project files, the private Q&A thread, and early access. You never lose access to a post you could already read.

What language is the code in?

Mostly C++ and Rust, occasionally pseudocode when the idea matters more than the syntax. The concepts — timesteps, ECS layout, profiling — carry over to any language you build games in.

Can I actually run the samples?

Yes. Pro members download self-contained project files that compile and run. The article snippets are the real thing, trimmed for reading, not screenshots or paraphrases.

How often do you publish?

Roughly weekly, but honestly — a deep-dive ships when it's correct, not to hit a schedule. Members get the in-progress drafts, so you see them before they're polished.

How does payment work?

Send the membership form with your plan. I reply with a payment link or invoice and set up your access. No card numbers are collected on this site. Monthly is $12, annual is $110.

Can I expense it or get an invoice?

Yes. Mention it in the form and I'll send a proper invoice with the business details for your records.

Devournal Pro

Become a member

Send this and I'll set up your access and payment link by email — usually within one working day.

  • Full archive of every deep-dive, searchable
  • Downloadable source samples & project files
  • Private Q&A thread — ask about your own code
  • Early access to deep-dives before they're public

Prefer email? Write [email protected].