Category: Game Development
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I Used AI to Build My Game. Here’s What That Actually Means.
My grandfather knew I built it with AI. He played it anyway. The game communicated something legible about how I think — not about…
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How to Build an Idle Game in Rust with Bevy
Bevy’s ECS — Resources, Systems, Events — maps directly to the idle game loop without fighting the architecture. Here’s the full structure, the TOML…
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Every Room Looked Different, and That’s Exactly What Told Me They Were All the Same Bug
I’d asked an agent to verify something specific about a puzzle solver I’d been building: were the “dead zones” — tiles a player could…
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I Shipped a Game to Android and the Web From the Same Codebase
The game is called VoidDrift. You mine ore in orbit around a dying star, build a production chain, and feed a black hole that…
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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…
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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,…
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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…
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From Genetics to Tactics: How a Breeding System Became a Squad Game
From Genetics to Tactics: How a Breeding System Became a Squad Game SlimeGarden had a good idea: crash-land an astronaut on a strange planet,…
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Why I Put a Genetic System in a Turtle Racing Game
Why I Put a Genetic System in a Turtle Racing Game The NEAT algorithm that taught a paddle to play Pong is the same…
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Building rpgCore: Cross-Language Architecture for Multi-Genre Games
How I wired Python, C#, and Rust into a single game engine using ECS architecture and socket IPC — and why 31 passing tests…