chore: use Video component in roadmap post
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@@ -25,6 +25,8 @@ But that wasn't all I did in the first month of 2024. I had this crazy idea to c
Next, I wrote a **Minesweeper** game in C++ using Raylib. That was pretty fun! The code, however, isn't really good—it's not idiomatic C++, more like C with classes—but the point of the project was just to have fun. Thats why Im not going to link the repo. However, if someone is interested, they can easily find it on my GitHub. Next, I wrote a **Minesweeper** game in C++ using Raylib. That was pretty fun! The code, however, isn't really good—it's not idiomatic C++, more like C with classes—but the point of the project was just to have fun. Thats why Im not going to link the repo. However, if someone is interested, they can easily find it on my GitHub.
![minesweeper](/posts/minesweeper.webp)
## February - Small but Fun Projects ## February - Small but Fun Projects
February, the shortest month of the year! I hopped from project to project, but some were actually finished and published. February, the shortest month of the year! I hopped from project to project, but some were actually finished and published.
@@ -37,18 +39,26 @@ You might ask, _Why use Rust for that instead of JavaScript?_ Great question! Th
Next, I started working on a **Missile Commander clone**—a recreation of the old Atari game **Missile Command**. I actually managed to replicate the core gameplay, but since Im terrible at designing games and coming up with new mechanics, levels, and features, I abandoned it pretty quickly. I even wrote a **level editor** for it! The game and editor were both written in Rust using **macroquad**, as I wanted to export it to the web. Unfortunately, I ran into some errors when trying to export and gave up. Next, I started working on a **Missile Commander clone**—a recreation of the old Atari game **Missile Command**. I actually managed to replicate the core gameplay, but since Im terrible at designing games and coming up with new mechanics, levels, and features, I abandoned it pretty quickly. I even wrote a **level editor** for it! The game and editor were both written in Rust using **macroquad**, as I wanted to export it to the web. Unfortunately, I ran into some errors when trying to export and gave up.
![missile_commander](/posts/missile_commander.webp)
## March - A Sokoban Game in Java ## March - A Sokoban Game in Java
In March, I only worked on one toy project—a **Sokoban game in Java** using Raylib. Why Java? No idea. I guess I just wanted to refresh my skills in the language. In March, I only worked on one toy project—a **Sokoban game in Java** using Raylib. Why Java? No idea. I guess I just wanted to refresh my skills in the language.
![Sokoban](/posts/sokoban.webp)
## April - The RTS Struggle ## April - The RTS Struggle
In April, I really wanted to create an **RTS game**. Unfortunately, I didnt succeed. Nevertheless, I made an attempt at creating an **RTS engine in Rust** using the _comfy_ crate. Later, I tried moving to Bevy, but pathfinding defeated me. I haven't given up on the idea completely, though—I may go back to it in the future, because I love RTS and strategy games so much. In April, I really wanted to create an **RTS game**. Unfortunately, I didnt succeed. Nevertheless, I made an attempt at creating an **RTS engine in Rust** using the _comfy_ crate. Later, I tried moving to Bevy, but pathfinding defeated me. I haven't given up on the idea completely, though—I may go back to it in the future, because I love RTS and strategy games so much.
<Video src="/posts/rts.mp4" caption="My failed RTS engine attempt" />
While researching RTS mechanics, I wrote my own **quadtree** in Rust and visualized it using Raylib. That was pretty fun and easy. While researching RTS mechanics, I wrote my own **quadtree** in Rust and visualized it using Raylib. That was pretty fun and easy.
I also got into **ray tracing** and, thanks to _Ray Tracing in One Weekend_, I wrote my own **software ray tracer** in Rust. I also got into **ray tracing** and, thanks to _Ray Tracing in One Weekend_, I wrote my own **software ray tracer** in Rust.
![raytracer](/posts/raytracer.webp)
Another Rust project from April was an **Otodom scraper** with a frontend in React. Otodom is a website listing real estate for sale or rent, and since I was house-hunting, I needed a better way to filter available listings. So I wrote a simple service using _Axum_ that scrapes the data every ten minutes, allowing me to easily filter through listings. Another Rust project from April was an **Otodom scraper** with a frontend in React. Otodom is a website listing real estate for sale or rent, and since I was house-hunting, I needed a better way to filter available listings. So I wrote a simple service using _Axum_ that scrapes the data every ten minutes, allowing me to easily filter through listings.
Last but not least, I created **better_notepad**, a Notepad-like app because I was annoyed that the default Windows Notepad didnt close tabs when the app was closed. I wrote mine in C++ with wxWidgets. Later, I learned that you can actually turn that behavior off in the Notepad settings... oops. Last but not least, I created **better_notepad**, a Notepad-like app because I was annoyed that the default Windows Notepad didnt close tabs when the app was closed. I wrote mine in C++ with wxWidgets. Later, I learned that you can actually turn that behavior off in the Notepad settings... oops.