Blog

  • The Verification Phase Nobody Builds

    Tonight I pushed rfd_method public. 16 files. MIT license. A methodology repo that came out of shipping real projects under real constraints — day job, narrow windows, coding agents that fabricate results. That’s the moment. Not a launch. A formalization of something that already existed. The surprise is what’s already out there. GitHub Spec Kit…

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  • The spec is load-bearing

    In March 2025 I wrote a Python script that logged into a call center portal, watched dialing servers, and swapped underperforming lists automatically. It worked. I made it better in May. I made it better again in June. By June 24th I had the most capable version I’d ever built — a single file, about…

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  • I built the same game for 20 years without knowing it

    I want a world that doesn’t stop when I do. I didn’t know that’s what I wanted until recently. But it explains every project I’ve shipped for twenty years, and it started with a browser RPG I played in middle school during summer school. Lands of Hope is still live. You can play it today.…

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  • From Pong AI to Play Store: How a Childhood Hobby Became a Rust Game Engine

    From a childhood Pong AI to a Rust game engine on Android. The story of rpgCore, the transmutation to Rust, and where OperatorGame stands today.

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  • I Built a CLI to Replace Expensive AI Directive Generation

    I Built a CLI to Replace Expensive AI Directive Generation The friction point is simple to describe. Claude designs the architecture. Windsurf builds it. The directive that connects them — structured, scoped, phase-gated — gets written by me, by hand, every single time. I’m the middleware. I built a tool to replace myself. It didn’t…

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  • Building a Mobile Idle Game in Rust/Bevy Without a Game Engine Background

    Building a Mobile Idle Game in Rust/Bevy Without a Game Engine Background The line appeared one night and wouldn’t leave: The station has been here longer than you. It should have been consumed. It has not been. You don’t know why. I didn’t know what kind of game it belonged to. I spent months carrying…

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  • What Ants Taught Me About Systems Design

    What Ants Taught Me About Systems Design Before programming, there were ants. Not metaphorical ones. Real colonies — pheromone trails that appear from nothing, queen mortality absorbed without panic, chambers organized by workers who’ve never been given instructions. No central controller. No plan. Just rules simple enough to follow and complex enough to produce something…

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  • The Engine Legacy: From Asteroids to rpgCore

    The Engine Legacy: From Asteroids to rpgCore At some point I stopped counting how many times I’d written the same movement system. It wasn’t any one project’s fault. Every game had its own physics, its own collision logic, its own state management — each a reasonable decision in isolation, collectively a pattern I was tired…

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  • The Hybrid Engine: Rust Performance, Python Agility

    The Hybrid Engine: Rust Performance, Python Agility The problem with DeFi trading bots is speed. The problem with fast code is that it’s expensive to change. A pure-Rust bot wins the race to the block — compiled, deterministic, fast. When the market shifts and your strategy needs to change, you recompile. Overnight. While your edge…

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  • The Insight Lens: Visualizing the Dialer Blindspot

    The Insight Lens: Building Chrome Tools for Departments Most workplace software was built for someone else’s workflow. I work in high-volume digital marketing. The tools we use — Convoso, Telesero, various CRMs — are built for general audiences, which means they’re never quite right for any specific team’s actual process. Managers get report portals that…

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