Blog

Release notes, dev diaries, tutorials, and thinking from the Lenga team.

Tutorial

Part 10 — Build the HUD and menus

In this part, we will show the game state to the player.

2 min read
Tutorial

Part 9 — Break bricks and score points

In this part, we will turn brick collisions into gameplay.

2 min read
Tutorial

Part 8 — Build the brick field

In this part, we will add the bricks the player needs to break.

2 min read
Tutorial

Part 7 — Handle out-of-bounds and lives

In this part, we will add the floor trigger and the first version of the level controller.

2 min read
Tutorial

Part 6 — Launch and reset the ball

In this part, we will connect the ball to the paddle's launch signal.

1 min read
Tutorial

Part 5 — Move the paddle with physics

In this part, we will add the paddle and make it respond to player input.

2 min read
Tutorial

Part 4 — Add walls and colliders

In this part, we will add the first objects the ball can bounce against: the left, right, and top walls.

3 min read
Tutorial

Part 3 — Create the ball

In this part, we will add the first playable object: the ball.

3 min read
Tutorial

Part 2 — Load the game assets

In this part, we will review the project folders and import the assets used by Block Out.

3 min read
Tutorial

Introduction

This is a tutorial on how to make a 2D breakout game in Lenga. We will go through the process of creating a simple breakout game, where the player controls a paddle to bounce a ball and break bricks.

2 min read
Tutorial

Making a 2D breakout game in Lenga

In this tutorial series, we will build **Block Out**, a small 2D Breakout-style game in Lenga.

3 min read
Release

Lenga Engine 0.4 — Animation Workflow and Inspector Improvements

Lenga Engine 0.4 is a workflow release. The focus here is not a brand-new rendering pipeline or a dramatic rewrite of the runtime. It is the day-to-day authoring experience: making animation setup less fragile, making inspector editing clearer, and cutting down the friction that slows teams down while building scenes.

2 min read
Devlog

Building the Component System: GameObjects, Components, and Behaviours

Lenga's component model is built around a simple idea: keep scene objects small, let focused components do one job well, and use PHP `Behaviour` scripts for gameplay glue. That is a much better fit for the kind of editor-driven workflow we want than a deep inheritance tree full of special-case object types.

2 min read
Tutorial

Making a Platformer in Lenga: Part 1 — Movement and Jumping

In this tutorial, we'll build a simple platformer controller using the systems Lenga exposes cleanly: `Behaviour` scripting, `Input`, `Rigidbody2D`, and grounded checks. By the end, you'll have a character that moves left and right, jumps with a configurable impulse, and can be tuned directly from the Inspector.

2 min read
PHP

Why PHP 8.5? A Deep Dive into Scripting Language Choice

Choosing a scripting language for a game engine is deeply personal, and we knew some people would raise eyebrows at our choice of PHP 8.5. Here's why it's the right call for Lenga.

2 min read
Devlog

3D Foundation in Lenga

Lenga opens 3D projects, renders scenes with mesh and model components, and gives you a dedicated 3D scene view in the editor. That foundation ties together project structure, camera flow, scene serialization, and authoring workflow inside the same engine model.