In the last few days, I built a shoot ’em up game by embedding a tiny custom bytecode VM and rendering the graphics using a fullscreen pixel shader. The result is a 3kB Windows executable.

This was done for Langjam Gamejam, a 7-day challenge where you create a programming language and then use it to build a game.

The project combines several interests of mine: language tooling, game development, procedural graphics, and demoscene-style size constraints. The game jam format forced me to keep the scope small and explore new ideas. Also, it was …

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