Articles

Technical write-ups from building Neon Drift — a solo-developed arcade game that runs on HTML5 canvas, shipped on Google Play and the open web.

These are longer pieces about specific problems I hit and how I measured my way out of them. Everything here comes with the actual numbers, including the times I got it wrong. If you build browser games, some of this may save you a week.

Shorter, more frequent build notes live in the devlog.

About these

Neon Drift is built by one person. There is no engine underneath it — it is a single HTML file, vanilla JavaScript, and a 2D canvas, with a small serverless backend for leaderboards and daily challenges. That constraint is why these problems are interesting: there is no framework absorbing the mistakes, so every one of them is visible and attributable.

The through-line in all three pieces is the same. Every time I diagnosed a problem by reading code and reasoning about it, I was wrong. Every time I built a way to measure it, I got an answer — sometimes an answer I didn't want, like "this isn't your bug at all".