SDL3

Building a Production-Ready Input System and Tile Renderer for a 2D Platformer

A deep dive into the design and implementation of a robust input handling system with action-state tracking and a layered tile map renderer with frustum culling, all built from scratch in C++23 on top of SDL3.

Intermediate
22 minutes
Jun 1, 2026

Two Worlds, One Frame: Synchronizing Parallel Reality State Without Tearing the Simulation Apart

Imagine a game where a door unlocked in Reality A must also appear unlocked in Reality B — but the key that opened it only exists in Reality A's inventory, and the agent who picked it up is standing in a completely different position in Reality B. Some state is shared. Some state is independent. And when the player presses one button to switch realities, the entire world must pivot atomically — no system should ever observe a half-switched state during a frame.

Advanced
31 minutes
Jun 1, 2026
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