robmikh
robmikh.com
robmikh
@robmikh.com
Operating systems guy. Rustacean.

Liberal Democracy or bust.
I realized I’ve never tried drawing a Vortigaunt.
October 7, 2025 at 8:44 AM
For this #ScreenshotSaturday and #gamedev period, I started on the networking side of multiplayer support in my game engine. Things are held together with duct tape and paperclips right now, but I've got a path forward now to implement full Quake-like networking.
October 7, 2025 at 4:21 AM
For this #ScreenShotSaturday, I laid the foundation for multiplayer support in my game engine. I've rigged up the ability for multiple players, and to spawn computer-controlled players whose inputs are derived from demo files. This let me test things before I had the network transport in place.
September 29, 2025 at 12:49 AM
I got some game dev time in this weekend to add env_fade entities and the title card sequence for Half-Life. I built a config system to inject entities into a map based on its name, in order to bridge gaps between my engine and GoldSrc. I'm really happy with how this turned out! #ScreenShotSaturday
September 7, 2025 at 9:10 AM
As a treat for hitting a milestone on the UI framework last #ScreenshotSaturday, I decided to add support for crossbows. #GameDev
September 1, 2025 at 7:48 AM
This time for #ScreenshotSaturday, I've got a #GameDev post showing off my new console window. This means I can finally stop working on the UI framework for my engine (for now)! Onto developing the tools that set me down this rabbit hole.
August 25, 2025 at 5:38 AM
A late #ScreenshotSaturday and #GameDev post, it's been awhile! While investigating a bug, I decided to write some tools and ended up down the subterranean rabbit hole that is UI frameworks... Of course I decided to write my own as part of my engine. Here's a quick video showing off the progress:
August 11, 2025 at 8:33 PM
A #ScreenshotSaturday and #GameDev post for what I got done during the long weekend. I've continued to flesh out trains, and now you can properly ride them! Here's the beginning of Half-Life (c0a0) in my engine:
May 27, 2025 at 2:47 AM
And it turns out this lit up a lot of other stuff in c1a0! Now that level is looking more like the original game:
May 20, 2025 at 12:08 AM
Here's Barney banging on the door in the beginning of c0a0:
May 20, 2025 at 12:08 AM
A late #ScreenshotSaturday post, but this weekend I squeezed in more #GameDev time. This time around I've focused on implementing more entities to get Half-Life's c0a0 up and running. I implemented the idle animation usage of scripted_sequence and func_tracktrain.
May 20, 2025 at 12:08 AM
Here's the start of c1a0, with the door opening for the first time automatically.
May 12, 2025 at 8:49 AM
Another quick #GameDev and #ScreenshotSaturday post. I've gotten a start on implementing ladder entities, as well as map load triggers. Here's going up a ladder in c1a0e:
May 12, 2025 at 8:49 AM
Finally found some time for #GameDev work and another #ScreenshotSaturday post. I've been refining and refactoring NPC movement. The biggest visual change is that animations are now tied to real speed of the NPC.
April 28, 2025 at 2:52 AM
Movie you’ve watched more than six times using gifs.

(“Hard mode” no Star Wars, Star Trek, or LOTR)
April 26, 2025 at 4:19 AM
April 7, 2025 at 10:56 PM
A late #GameDev and #ScreenshotSaturday post. This weekend I started wiring up NPC collisions. NPCs will now stop moving when they collide with something and start moving again when they're able to. In the future I'd like to tie the NPC's speed to their animation, so they aren't walking in place.
April 7, 2025 at 9:13 PM
Finally got around to some #GameDev work on my engine again after taking some time off to attend GDC. For this #ScreenshotSaturday post, I've laid the groundwork for NPC collisions by adding collision geometry. Enjoy Barney encased in a capsule:
March 31, 2025 at 4:03 AM
A late #GameDev and #ScreenshotSaturday post. I've implemented rotation animations, so now characters can rotate while they walk.
March 3, 2025 at 4:58 AM
Seems to be working for me:
February 24, 2025 at 9:59 AM
Here's the same sequence using the "run" animation instead:
February 24, 2025 at 2:00 AM
Another game dev and #ScreenshotSaturday post. I've hooked up the walk and run animations to NPC movement, as well as computing the appropriate movement speed for these animations. Next up is fixing and animating rotation!
February 24, 2025 at 2:00 AM
February 18, 2025 at 11:38 PM
Squeezing in a late game dev and #ScreenshotSaturday post. I started to build the foundations for NPC movement in my engine this weekend. So far I'm able to trigger entities to move along paths, although there's a lot more to do!
February 18, 2025 at 1:53 AM
Not much time for game dev this weekend, but enough for a #ScreenshotSaturday post. I hooked up the blood decals so that they are placed after hitting an NPC near a surface.
February 10, 2025 at 6:02 AM