Let’s use IntelliJ as a game engine, just because we can
summary
Uses the IntelliJ plugin platform and Java Swing with Kotlin coroutines (no JCEF, no LWJGL) to treat the IDE as a rendering/runtime host and hits 120 FPS for simple games. Builds working demos: Pong in Swing with vector math, State Invaders that finds and deletes mutable variables by traversing the PSI tree (breaks compile but Git reverts), a Pac‑Man maze generated from package history that removes dependencies, a Code Hero paste‑as‑rhythm using OSU beat maps, and a Java‑ported Doom running inside the IDE; source and plugin are on GitHub.
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chapters (16)
- 0:00Introduction
- 1:30Speaker background
- 3:59Unity’s pricing model
- 5:24Rules for IntelliJ engine
- 7:55IntelliJ’s Swing foundation
- 9:04Kotlin for game dev
- 9:47Pong in IntelliJ at 120 FPS
- 12:16State Invaders and mutable state
- 16:13Pac-Man and package risks
- 20:47Sonic and unit test struggles
- 25:40Exploding code frustration
- 27:26Code Hero and copy-paste culture
- 34:16JetBrains feature requests
- 39:21Coding as a superpower
- 40:49Audience poll
- 41:09Doom in IntelliJ
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