This is the second blog in a series about the code in Construct that renders effects, called the effect compositor . In case you missed it, be sure to read part...
I mentioned on Twitter it might be nice to get back in to blogging while the world's in lockdown. So here we go, the first in hopefully a few new blog posts! As...
Graphics technologies have changed a lot over the years, including on the web, and the web is on the cusp of its next big change with WebGPU on the horizon. In...
This is the second in a series of two blog posts about web graphics, WebGPU, and Construct. The first is A brief history of graphics on the web and WebGPU . Hav...
Construct supports Javascript coding in addition to its block-based approach. Javascript is an industry-standard language used widely across browsers, servers a...
Construct is a web-based game development tool, with all its games powered by browser technology. Some people still think browsers are slow for gaming. We're he...
Construct now supports using the WebP image format when exporting your projects. It can reduce the file size of images by 20-30% with few downsides, helping ens...
In the previous devlog I focused on getting intense multiplayer combat with 1000 units to use just 50kb/s bandwidth. Now it's time to turn to the CPU performanc...
After years of work, we're proud to finally start wider testing for Construct's all-new WebGPU renderer! This is a major technology upgrade for Construct, with...
So I just released an Android game, which is far from done to be fully share and made aware of. But since early development, I've been hitting on some (fairly l...