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Sara Gerretsen

Sara is a game developer studying game development who makes games in their free time. She likes to throw ideas at the wall and make whatever hits the ground first.


Biography

Games

Of the stuff I've worked on that is available on the interwebs, the most worth checking out is without a doubt Station to Station. Which I worked on as part of Galaxy Grove while doing an internship there.
Less impressive but still kinda fun is Stig Kart 64, a playstation 1 styled up-to-4-player splitscreen kart racer made for a student project I was a part of.


Articles

Word of mouth in the age of the ad-driven internet

Sara Gerretsen 12/28/2025

If you're my age or older, you probably knew the era where google was actual magic. No matter what you wanted to find, it was there at your fingertips. No matter how specialised or generic, you could find it, if not in one search, then definitely in two. But none of that exists any more. Profit incentives pulled the search engine owners' interests and those of the engine's users apart. Two searches make more money than one. And the advertising model is showing cracks big enough to spook the industry to the next false promise of infinite growth. Now the users of search engines are left with half-functioning and intentionally dysfunctional products. With very little sign it'll improve soon. A problem analysis What does a search engine give the user. Answers to questions yes, but more importantly, a way to discover the internet. The Pre-AI Problem A simple thought experiment, how would you browse the internet without a search engine? What if google, bing, yahoo, kagi, searx and all the me

OtherOpinion

Typeclasses in C

Sara Gerretsen 2/22/2024

(This is a modified version of the pattern shown in this article by Phantz but botched modified into working for my own usecase which I thought I'd document for both others and myself) Motivation I really like making games in C. I'm not sure why, the language just meshes with my brain in a way that I can't get rid of. Using C as a language for games is nice, it basically forces simple, straight to the point solutions. None of the endless abstractions and hierarchies that I've caught myself writing in Rust, C# or C++ (this may or may not be a me problem). General purpose game engines are another problem though. You can make a game with reusable parts, but that's generally not what I'd call a “game engine”. The definition of engine I quite like is that for a framework to be a Game Engine it needs to handle at the very least: Asset Management, Actor/Entity/GameObject lifecycles, Input polling/passing Media (audio, rendering, etc.), And the application loop. While not prescri

Game Development
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