<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Game Development on AI VOID</title><link>https://ai-blog.noorshomelab.dev/categories/game-development/</link><description>Recent content in Game Development on AI VOID</description><generator>Hugo</generator><language>en</language><lastBuildDate>Tue, 05 May 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://ai-blog.noorshomelab.dev/categories/game-development/index.xml" rel="self" type="application/rss+xml"/><item><title>Setting Up Your Emulator Development Environment</title><link>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/setup-emulator-dev-environment/</link><pubDate>Tue, 05 May 2026 00:00:00 +0000</pubDate><guid>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/setup-emulator-dev-environment/</guid><description>&lt;p&gt;Building a Game Boy emulator from scratch is a deeply rewarding project that takes you into the heart of computer architecture and low-level system design. This journey begins by establishing a robust and efficient development environment. In this chapter, we&amp;rsquo;ll set up everything you need: the F# language, the .NET SDK, and a powerful cross-platform graphics library to bring your emulator to life.&lt;/p&gt;
&lt;p&gt;By the end of this chapter, you&amp;rsquo;ll have a fully configured F# project, ready to accept the intricate logic of Game Boy hardware. You&amp;rsquo;ll also confirm that your graphics setup is functional, providing the visual canvas for the pixels your Picture Processing Unit (PPU) will eventually render. This foundational step is critical; a well-prepared environment ensures you can focus on the complex emulation logic without fighting your tools.&lt;/p&gt;</description></item><item><title>Interrupts and the Main CPU Execution Loop</title><link>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/interrupts-cpu-execution-loop/</link><pubDate>Tue, 05 May 2026 00:00:00 +0000</pubDate><guid>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/interrupts-cpu-execution-loop/</guid><description>&lt;h3 id="introduction"&gt;Introduction&lt;/h3&gt;
&lt;p&gt;In the previous chapters, we laid the groundwork for our Game Boy emulator by implementing the CPU&amp;rsquo;s core instruction set and a basic Memory Management Unit. However, a real system isn&amp;rsquo;t just a CPU executing instructions sequentially. Hardware components like the display, timer, and input devices need to signal the CPU when an event occurs, and the CPU needs a way to respond. This is where &lt;strong&gt;interrupts&lt;/strong&gt; come in.&lt;/p&gt;</description></item><item><title>Chapter 8: Integrating with Frontends: Web Clients and Game Engines</title><link>https://ai-blog.noorshomelab.dev/spacetime-db-guide-2026/chapter-8-frontend-integration/</link><pubDate>Sat, 14 Mar 2026 00:00:00 +0000</pubDate><guid>https://ai-blog.noorshomelab.dev/spacetime-db-guide-2026/chapter-8-frontend-integration/</guid><description>&lt;h2 id="introduction"&gt;Introduction&lt;/h2&gt;
&lt;p&gt;Welcome to Chapter 8! So far, we&amp;rsquo;ve explored the fascinating world of SpaceTimeDB, understanding its core concepts, how to define schemas, and how to implement server-side logic using reducers. We&amp;rsquo;ve built the &amp;ldquo;brain&amp;rdquo; of our real-time applications, where data lives and logic executes deterministically.&lt;/p&gt;
&lt;p&gt;But what&amp;rsquo;s a powerful backend without a beautiful and interactive frontend? This chapter is all about bridging that gap. We&amp;rsquo;ll dive deep into how your client applications—whether they&amp;rsquo;re web apps built with JavaScript/TypeScript or games developed with engines like Unity using C#—connect to SpaceTimeDB, subscribe to real-time data updates, and invoke your server-side reducers. By the end of this chapter, you&amp;rsquo;ll be able to bring your SpaceTimeDB-powered ideas to life with dynamic, real-time user interfaces.&lt;/p&gt;</description></item><item><title>Input Handling: Connecting Keyboard to Game Boy Buttons</title><link>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/input-handling-keyboard-buttons/</link><pubDate>Tue, 05 May 2026 00:00:00 +0000</pubDate><guid>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/input-handling-keyboard-buttons/</guid><description>&lt;p&gt;Handling user input is crucial for any interactive application, especially an emulator. In this chapter, we&amp;rsquo;ll bridge the gap between your physical keyboard and the Game Boy&amp;rsquo;s virtual buttons. You&amp;rsquo;ll learn how to capture keyboard events, map them to the Game Boy&amp;rsquo;s specific input registers, and integrate this into your emulator&amp;rsquo;s main loop. By the end, your emulator will respond to your key presses, allowing you to control Game Boy games.&lt;/p&gt;</description></item><item><title>Chapter 14: Project: Developing a Simple Multiplayer Game</title><link>https://ai-blog.noorshomelab.dev/spacetime-db-guide-2026/chapter-14-project-multiplayer-game/</link><pubDate>Sat, 14 Mar 2026 00:00:00 +0000</pubDate><guid>https://ai-blog.noorshomelab.dev/spacetime-db-guide-2026/chapter-14-project-multiplayer-game/</guid><description>&lt;h2 id="introduction-bringing-games-to-life-with-spacetimedb"&gt;Introduction: Bringing Games to Life with SpaceTimeDB&lt;/h2&gt;
&lt;p&gt;Welcome to Chapter 14! In this exciting chapter, we&amp;rsquo;re going to put all our SpaceTimeDB knowledge to the test by building a simple, yet engaging, real-time multiplayer game. Imagine a canvas where multiple players can move their unique cursors or avatars around, and everyone sees everyone else&amp;rsquo;s movements instantly. That&amp;rsquo;s the magic we&amp;rsquo;re aiming for!&lt;/p&gt;
&lt;p&gt;This project is more than just a game; it&amp;rsquo;s a practical demonstration of how SpaceTimeDB&amp;rsquo;s core strengths—its unified database and backend logic, real-time synchronization, and deterministic reducers—make it an ideal platform for collaborative and interactive applications. By the end of this chapter, you&amp;rsquo;ll have a clear understanding of how to manage shared game state, process player actions, and update the game world in real-time across all connected clients.&lt;/p&gt;</description></item><item><title>SpaceTimeDB Practical Field Guide</title><link>https://ai-blog.noorshomelab.dev/guides/spacetime-db-guide/</link><pubDate>Sat, 14 Mar 2026 00:00:00 +0000</pubDate><guid>https://ai-blog.noorshomelab.dev/guides/spacetime-db-guide/</guid><description>&lt;h2 id="welcome-to-the-future-of-real-time-development-with-spacetimedb"&gt;Welcome to the Future of Real-time Development with SpaceTimeDB!&lt;/h2&gt;
&lt;p&gt;Hello future real-time architect! Are you ready to build applications that feel alive, where data flows instantly, and collaboration happens seamlessly? If you&amp;rsquo;ve ever dreamed of creating multiplayer games, collaborative dashboards, or highly interactive web applications without the usual backend headaches, you&amp;rsquo;re in the right place. This guide is your personal journey to mastering SpaceTimeDB, a revolutionary platform that simplifies real-time system development.&lt;/p&gt;</description></item></channel></rss>