Posts: c++
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Soup Raiders Goes Native: Porting the demo from Unity
August 20, 2026

A port is not simply “the same game in another engine” or “just an emulator”. It is a long series of decisions about what to do with the original content (art, code and audio) to create a new version with its own set of constraints. In this blog post, I will look at three different approaches to porting, then show what I exported from my old Unity demo and how. The next blog post will cover how I imported those assets into my own game engine.
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Soup Raiders Goes Native: What You Gain by Building Your Own Game Engine
August 14, 2026

According to VGInsights, about 13% of games released on Steam in 2024 used a custom engine, down from 71% in 20121. So looking at this trend, why should anybody try to make their own game engine?
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Video Game Insights, The Big Game Engines Report of 2025. https://vginsights.com/assets/reports/The_Big_Game_Engines_Report_of_2025.pdf ↩
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Soup Raiders Goes Native: Introduction
August 05, 2026
Two weeks ago, I announced that my talk was accepted for CppCon 2026, happening in about a month in Denver (on Tuesday, September 15th, to be more exact). The talk is about building a small but non-trivial C++ game engine and all the nice things modern C++ provides to help with this task; you can find it in the CppCon schedule. I was not very comfortable giving a purely theoretical talk without any practical example to back it up.
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Why I still teach OpenGL ES 3.0
January 27, 2026
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2025 wrapup
January 05, 2026

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CppCon 2024
September 25, 2024

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Game Systems in Unity
March 06, 2022
Recently one of my first year student asked how he should implement game systems in Unity in particular with the goal of moving data from one scene to another. Instead of just answering him, I decided to write this blog post to detail my thoughts regarding Unity game systems by explaining how I use systems in Unity.
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Soup Raiders: Jailbreak - patch 2019
July 15, 2019
