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---
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title: About
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description: Who we are and why we're building in public.
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description: Who I am and why I'm building in public.
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draft: true
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---
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**Codegirl Games** is a game studio and content company with a simple mission: build and release affordable, full-feature games while teaching others how game development actually works.
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**Codegirl Games** is a place with a simple mission: build full-feature games while showing others lessons I learned along the way.
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We're not pretending to have all the answers. We're learning in public — comparing languages on the same project, applying patterns from books like *Game Programming Patterns*, and building a game engine through trial and error.
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If you want honest process over polished marketing, you're in the right place.
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I'm not pretending to have all the answers. I'm learning in public: comparing languages on the same project, applying patterns from books like _Game Programming Patterns_, and building a game engine through trial and error.
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@@ -4,4 +4,4 @@ description: Devlogs, lessons, language comparisons, videos, and book reviews.
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draft: true
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---
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Tutorials, devlogs, and experiments from our game development journey.
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Tutorials, devlogs, and experiments from my game development journey.
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---
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title: "Game Programming Patterns — first impressions"
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description: A book review of Robert Nystrom's Game Programming Patterns and how we'll use it in our projects.
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description: A book review of Robert Nystrom's Game Programming Patterns and how I'll use it in my projects.
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date: 2026-06-28
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type: review
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book: "Game Programming Patterns"
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draft: true
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---
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*Game Programming Patterns* by Robert Nystrom is the reference we're using as we build. The patterns aren't abstract — we're applying them to real code in our tower defense and engine experiments.
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*Game Programming Patterns* by Robert Nystrom is the reference I'm using as I build. The patterns aren't abstract — I'm applying them to real code in my tower defense and engine experiments.
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Expect follow-up posts that map specific chapters to our codebase: State for unit AI, Object Pool for projectiles, and more.
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Expect follow-up posts that map specific chapters to my codebase: State for unit AI, Object Pool for projectiles, and more.
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---
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title: "Why we're comparing languages on the same game"
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description: Introducing our tower defense language comparison series — Odin, C, and C++.
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title: "Why I'm comparing languages on the same game"
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description: Introducing my tower defense language comparison series — Odin, C, and C++.
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date: 2026-07-01
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type: lesson
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series: td-language-comparison
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@@ -9,8 +9,8 @@ tags: ["odin", "c", "cpp", "tower-defense"]
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draft: true
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---
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We're building the same tower defense game in multiple languages — starting with Odin, then C, then C++ — to compare what each language is actually like for game development.
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I'm building the same tower defense game in multiple languages — starting with Odin, then C, then C++ — to compare what each language is actually like for game development.
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This isn't a benchmark blog. We're documenting ergonomics, tooling, bugs, and the feeling of working in each language day to day.
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This isn't a benchmark blog. I'm documenting ergonomics, tooling, bugs, and the feeling of working in each language day to day.
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More posts in this series coming soon.
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