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Life & fun · July 7, 2023

MP

My platforming game written in C 89

I have been working on this game somewhat sparsely for the past three years or so. However, it is still in a very early stage, and there is a lot of work to do. One of my friends encouraged me to post about it here, since he felt people might find interesting how I don’t use any libraries for it. The game can be played on a browser by virtue of WebAssembly. There are native ports using either MiniFB or SDL2, but you have to build those yourself. I decided to write the game in C because I feel like it is a simple language that a lot of people can understand well enough, and I didn’t think I…

In plain words

This is an early-stage platforming game written in C without external libraries, developed over three years by a single creator. It runs in browsers via WebAssembly and has native versions using MiniFB or SDL2. The creator chose C for its simplicity and readability, though the codebase has evolved to incorporate advanced features like coroutines and higher-order functions. The project demonstrates a barebone approach to game development with all rendering and logic built from scratch.

written from the facts on this page · September 2026

From the sources

In the maker’s words, at launch

I have been working on this game somewhat sparsely for the past three years or so. However, it is still in a very early stage, and there is a lot of work to do. One of my friends encouraged me to post about it here, since he felt people might find interesting how I don’t use any libraries for it. The game can be played on a browser by virtue of WebAssembly. There are native ports using either MiniFB or SDL2, but you have to build those yourself. I decided to write the game in C because I feel like it is a simple language that a lot of people can understand well enough, and I didn’t think I needed anything more involved or complicated. Over time, the game’s code became complicated, and I decided to use advanced features such as coroutines and higher order procedures, besides general overly engineered abstractions. But then, over time I grew to feel like a lot of those abstractions didn’t really add anything to it, and just made it more complicated (and oftentimes more buggy) than it really needed to be, so a few weeks ago, I made a significant refactoring to it to remove all of those abstractions without removing almost any features from the game. Milestones are released effectively whenever I get the game’s code to a decently presentable state. Sometimes, this means there are a lot of changes and big refactorings, but sometimes it means there are only a few small changes. The game uses a simple 2D model system to generate images for the character’s animations dynamically during initialisation. (The source code can be browsed using a web browser on its page.) The character can be controlled using the arrow keys or “WASD” (“A” and “D”) (double-tap a direction to jump).

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