Tag: game-design
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The grammar of what’s possible
There’s a Yu-Gi-Oh game on PS1 where you can fuse two cards together. The result isn’t random. There are rules. But you don’t know…
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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…
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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…
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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…