Nurzhan Saken
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saken.me
Nurzhan Saken
@saken.me
programmer (rustlang, kotlin) • github.com/nxsaken
Jittery movement on a pixel grid

#gamedev #indiedev
November 5, 2025 at 3:44 PM
Jitter-free movement on a pixel grid

#gamedev #indiedev
November 5, 2025 at 3:44 PM
Carton of Egg's (for @eggbreus.bsky.social's blog) #pixelart
November 2, 2025 at 8:00 PM
Grids and geometry are first-class citizens in my game engine. Same zero-cost APIs are used for graphics, level editor, collision detection, world maps. There's no difference between querying solids in an area and checking if a sprite has pixels of a color along a line. #rustlang #gamedev #indiedev
October 30, 2025 at 10:58 PM
You're asking how efficient I am? It took me more than 2 years to add sprite animations to my game engine...
#rustlang #gamedev #indiedev
October 18, 2025 at 11:36 AM
Some dried blood on a cotton pad smiled at me after a nosebleed yesterday.
#pixel #art
October 17, 2025 at 10:37 AM
My @obsidian.md vault has 3 note types: daily logs (yellow), events (blue/purple), and atoms (green). They follow some linking rules:

- daily log -> daily log (previous day)
- daily log -> event (exactly one per event)
- event -> event (towards the past)
- atom -> atom
- atom -> event (as examples)
October 13, 2025 at 7:16 PM
Blitting images to a pixel buffer with clipping and a moving camera. About to extend this for animation and text rendering. Dogfooding crates.io/crates/clipline for line drawing helps improve the library as well :)

#rustlang #gamedev #pixelart #graphics
October 12, 2025 at 7:53 PM
Just published clipline v4, a rewrite of my line rasterization crate with pixel-perfect clipping!

Star it on GitHub: github.com/nxsaken/clip...
Read the docs: docs.rs/clipline/lat...

#rustlang #pixelart #graphics #rendering #gamedev

🎵: cuddlemeta by lianhua
July 28, 2025 at 2:06 PM
July 6, 2025 at 11:14 AM
July 2, 2025 at 8:03 PM
#rustlang is the usual vehicle for my #INFJ Ni-Ti loops, so seeing this in the mirror really struck me.
May 18, 2025 at 8:45 PM
Sped up my line-drawing #rustlang crate by pairing const-generic clipping functions with fully runtime iterator states. I expected the opposite, but v3’s generic states actually slowed iteration! Early v4's runtime flags improved iteration, but made clipping twice as slow. Friendship wins!
May 16, 2025 at 11:17 PM
This also reminds me of the difference between regular #Sonic and Super Sonic from StH2. It's obvious the powered-up form is stronger, yet something about how divine power affects these characters' mind-body relationships fascinates me. Maybe that's my inferior extraverted sensing gushing.
May 8, 2025 at 11:48 AM
On a recent rewatch, I noticed that when #SailorMoon changes her pose between her MSHA and RMHA attacks, it mirrors the pose of The Magician in the #Tarot. It kind of makes sense: she literally channels the Holy Grail into the new attack. I've never seen this pointed out, wondering if there's more.
May 8, 2025 at 8:00 AM
April 22, 2025 at 7:50 AM