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Something on my mind a lot recently is this scene from the first episode of Westworld: I remember watching this when it came out thinking that it was so unrealistic as to be comedic.
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I gave a 45 minute presentation entitled “Your Game Is A Harness” as part of Indie Rodeo in Calgary on 9/12/26.
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As a forewarning, this piece may be a bit meandering, as it’s an assemblage of some previous things I never posted but that felt relevant to assemble now in light of the Anthropic blog post on getting Claude Opus 4.6 to write a C compiler.
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Like any Mid-30s white male tech worker I’m into board games, and like any board gamer my collection seems to be perpetually growing.
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I got access to the newly launched Sora app yesterday.
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I’ve been working with Claude Code since Day 1 and AI coding tools before then.
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I think AI gets a lot of heat because it doesn’t one-shot some complex task on a poorly architected codebase.
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Someone on a Discord im in (hey zhila!)
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This is the third post in an unplanned trilogy of posts that look at the state of the games industry and where it’s headed over the next few decades.
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I had an idea to try and convert the recent AI 2027 report into a game.
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I’ve just released a big update to my image gallery moodboard website app thing mood.site.
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When I set out to make Zinc I had a few goals in mind.
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I listen to a lot of game development-flavored podcasts, and one thing that has really stood out to me for a long time was how basically none of the podcasts were actually about development.
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I’ve been unsatisfied with how entity creation works in Dinghy (now renamed “Zinc”) for a while.
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I recently needed to send a friend some images in a way that could be referred to later/added to.
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I’ve been really interested in what the record type (and its accompanying syntax) provides in C# and have been musing a bit on an idea that started with some tooltip explorations a while ago.
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I’m starting up making a small game with Dinghy to dogfood some of its concepts, and part of this is to actually try and use the ECS system instead of just programming games the old way.
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Got a quick one for you today.
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While working on Dinghy, I’ve got a general flow that works.
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This will be a short one because I need to get back to other things, BUT I wanted to make a small post here to say that I just released a the first version of Luau.NET.
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I wanted to capture some thoughts and impressions on Lorcana after some plays of it a few days ago, especially in relation to it’s obvious competitor/inspiration, Magic: The Gathering.
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It is with distinct pleasure that I can say that the ambitious tactical-strategy game my team has been working on for the past few years (and me for nearly a decade) has finally released into 1.0 from Early Access.
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Apropos of nothing I found myself circling the painter Francis Bacon today in more ways than one.
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I’ve been thinking a lot recently about Creative AI tooling and its intersections with game development, and mostly how I think a lot of the applications (and discussions) of it right now are naïve.
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Channeling some Simon Wilson I’m thinking that I should be more transparent about hacking that I’m doing and add in some accountability for projects.
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I’ve been recently picking up work on Dinghy again and as part of it have been looking at different approaches for doing bindings.
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UPDATE: New fix at the end of the post I had a weird issue in FMOD recently that I was struggling to find any information on so just capturing it here in hopes to help other people that run into something similar.
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Since last year I’ve been thinking about how to handle tooltips in games.
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It’s no secret that I’m into the new AI stuff.
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A lot of VC thinkfluencer types have been salivating at the possibility of how AI is going to take over gamedev.
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I’ve been actively using Midjourney since I wrote that post back in June.
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I’ve been working on a game engine in the background for a while.
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This is a bit of meta post as this post isn’t actually on my blog, but I wrote about the recent Triforce% run over on Dirt.