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  1. Hi!‍‌‍‍‌ I did some research and React Native Skia seems to be compatible with tvOS, which is nice. However, it also seems that you cannot really link Pixi.js to Skia's rendering as they are operating differently most of the time. Dawn reportedly supports Metal already, and since Metal is used by tvOS, maybe the difference is not that big? However, I couldn't locate any official tvOS support for Dawn. If you are into C++ and want to making contributions, it might be possible, though I have no idea how complicated it might be. As a matter of fact, it looks like the simplest way for you is probably just going with React Native Skia directly and doing the rendering parts again. Don't change your game logic but get rid of Pixi. Not the best solution, I know. Regarding the performance, I came across some posts where users claim that 20 Spines + 200 sprites should run fine, but they still strongly recommend testing it at an early stage. Also, you might want to take a look at react-native-game-engine-skia if you are looking for a more game-oriented ‍‌‍‍‌solution.
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  2. Today, I want to talk about the profession I’ve been floundering in lately—the one that keeps pulling me deeper the harder I try to escape. For me, game development has become both a swamp and a curse. This post is raw and honest. If you’re just starting out in game dev, please read this. Otherwise, you might one day find yourself drained, asking, “Am I even doing this for nothing?” I’ll be critiquing three things: The mediocrity of visual-scripting game engines The reality of AI in game creation My own lack of talent The Mediocrity of Visual-Scripting Game Engines When I started making games, I thought I’d enjoy coding. Turns out, I didn’t. Don’t assume I didn’t try—I did. But I just couldn’t get the hang of it. Maybe my brain just isn’t wired for logic-heavy tasks. Frustrated, I turned to visual scripting tools instead. I’ve tested several game engines, and honestly, some are masters at testing your patience. I won’t name names, but I’ll hint at the core flaws I’ve seen across the board. First: No built-in “center object” feature. Seriously? Most design software has this—it’s basic! It’s not even hard to implement. If the developers can’t think of something this simple, why are they building a game engine in the first place? Second: Web-only exports. Sure, it sounds fine at first. But once you’ve poured effort into something decent, you’re stuck. Some engines even demand payment just to build your project. Are you kidding me? Is this a joke, or are you serious? Third: Excessive resource consumption. Even simple projects choke my system during builds. My hardware isn’t top-tier, but it’s decent—and yet these engines bring it to its knees over trivial tasks. If you can’t optimize for basic use cases, maybe rethink your engine’s design. Fourth: “Pay to unlock more visual scripting.” That’s just insulting. It feels less like a tool and more like a toy designed to squeeze money out of hopeful creators. Am I making a game—or serving some company’s profit model? The AI Reality Is the above enough reason to be discouraged? Probably not—but wait, there’s more. As AI keeps advancing, the future of this craft looks bleak. Right now, many treat it as a gimmick, but I’ve actually built a few small games with AI assistance—and the results were shockingly good. Sure, it can’t yet execute every idea from a single command, but give it a little guidance, and it starts delivering. What I’m trying to say is: “making a game from scratch” might soon be a meaningless phrase. When that day comes, even big studios will struggle. If anyone can generate a playable game on demand, what happens to the profession itself? Big companies might downsize—but small creators? We’ll be devoured like fish by the AI predators. Unless you focus on truly original games, formulaic ones will vanish overnight. I’m Just Not Talented Admitting this hurts—but the truth is bitter. Game development isn’t for me. During my dev phases, I genuinely felt my brain melting. Oddly, when I’m not making games, I come up with great ideas, stories, and concepts. You might ask: “Ayhan, didn’t you just start?” No. I started ten years ago—and wasted a decade chasing nothing. That’s why I called it a swamp at the beginning. This doesn’t mean I hate game development. It just means I lack the talent for it. I’ve tried other creative paths too. But because I can’t translate my vision into reality, I’m walking away—reluctantly. Though, honestly? I can’t even quit properly. I’m talentless at both moving on and improving. So… well, wish me luck.
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  3. Enjoy as a hobby. Make games you like to play, share with your friends. Learn from their feedback and upgrade your skills. In time there may be opportunity to earn a gig or release a game for small income. But focusing on making games for fun is wise regardless of career ambitions.
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  4. 👉 Try it now: https://gravityball.top/ 🎮 Gravity Ball – Simple, Addictive, and Surprisingly Challenging! Step into the world of Gravity Ball, a minimalist cartoon-style arcade game that’s easy to pick up, but hard to master. ✨ Features: Clean and casual cartoon visuals – relaxing to look at, fun to play Tap to bounce, avoid the black side of the balls, and keep going! A perfect game for quick breaks… or endless high-score chasing Test your reflexes, timing, and hand-eye coordination 🕹️ How to Play: You control a ball that constantly drifts toward the center Tap to jump when you land on white balls Hit a black side and it’s game over The longer you survive, the harder it gets! Can you master the bounce and reach a new high score?
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  5. Hello everyone, I wanted to share this project I have been working on for the past few months. It's a wave-based survival game with 5 different environments that change as you progress through waves - forest, city, cave, hospital, and mall. There are 15 different enemy types including various zombies and wolves, and 6 weapons to unlock as you play. I created a particle system for visual effects like blood and muzzle flashes, and implemented physical projectiles with collision detection. The game uses Three.js to geometrically build the enemy models, rather than using imported pre-existing 3d models, although the weapons do use GLTF external models. The environments use a mix of procedural generation for the cave and hospital mazes, random object placement for the city and forest and a CSV-based layout for the mall. Everything is built with Vite and three.js, aswell as using Firestore and Firebase for storage and deployment. Feel free to check it out or ask any questions about how I implemented anything, aswell as provide feedback using the in-menu feedback submission form. play.zombie.sh
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