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Build a highly customizable mobile friendly HTML5 level selection screen controllable by tap, swipe and mouse wheel, written in TypeScript and powered by Phaser
A clean, fully paginated level selection system built in Phaser 4 with TypeScript, featuring horizontal drag, direction-aware snap, mouse wheel navigation and event-driven thumbnails. The UI components are fully decoupled from scene logic and designed with clear state separation. Complete source code available for download, ready to use and extend.
Simulating rotating gravity and perimeter based movement like in “Be Brave, Barb” game with Phaser, without any physics engine
HTML5 platformer engine inspired by Be Brave, Barb, built without physics. Hero walks along a dynamically generated perimeter, switches between four gravity directions, and reattaches to surfaces using continuous collision detection. Everything is driven by pure geometry, vector math, and segment intersection.
From Dense Grids to Clean Perimeters: Extracting Shapes with Greedy Geometry – Tiled and JavaScript example
A dense grid hides simple shapes. This example uses a greedy algorithm to extract the true external perimeter from binary grid data, removing all internal edges and collapsing hundreds of cells into a clean geometric outline. Everything that follows, such as rendering, collision and movement, becomes simpler once the grid turns into a shape.
Reducing Tiled Maps to Optimized Collision Rectangles with Greedy Merging
A Tiled collision layer is just a dense grid of cells. By applying greedy rectangle merging, that grid can be reduced to a small set of non-overlapping rectangles that describe the exact same area, but are far cheaper to use at runtime. Full JavaScript example available with source code.
2026-01-30
dwm 6.8 released: download
This fixes a regression in getatomprop(): https://git.suckless.org/dwm/commit/a9aa0d8ffbb548b0b1f9f755557aef2482c0f820.html
Threads:
https://lists.suckless.org/dev/2601/35936.html https://lists.suckless.org/hackers/2601/19537.htmlIt is encouraged to upgrade to 6.8 or HEAD if you use dwm 6.7.
The cults of TDD and GenAI
I’ve gotten a lot of flack throughout my career over my disdain towards test-driven development (TDD). I have met a lot of people who swear by it! And, I have also met a lot of people who insisted that I adopt it, too, often with the implied threat of appealing to my boss if appealing to me didn’t work.
The basic premise of TDD, for those unaware, is that one first writes a unit test that verifies the expected behavior for some code they want to write, observes the new test fail, and then one writes the implementation, iterating on it...
Greedy Rectangle Merging: Turning Binary Grids into Simple Geometry – JavaScript example
Greedy rectangle merging is a practical way to simplify dense binary grids into a small set of axis-aligned rectangles. By making local decisions and never backtracking, the same area can be represented with far fewer geometric primitives, revealing how different expansion orders lead to different results. JavaScript source code available.
HTML5 prototype of a planet gravity platform using Phaser 4 and Arcade physics, written in TypeScript
A gravity-rotating movement system built with Phaser 4 and TypeScript, where a character walks around floating terrain by dynamically reassigning gravity instead of falling off edges. Movement and jumping are defined in surface space rather than world space, allowing seamless transitions around corners while keeping Arcade Physics fully in control.