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LinkedIn has calcified into two kinds of posts, and I've developed an allergy to both.
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Last week was about making core gameplay real.
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Last week was mostly about surfaces.
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Before I get into this week's work, I want to start with a thank you.
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Last week I wrote about architecture lying to me.
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A week ago I wrote about why I rewrote Moongate v2 from scratch.
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When I was 14, my best friend Marco and I used to go to a place called Area 51, a local LAN gaming center that unfortunately doesn't exist anymore.
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Sometimes the only way to understand constraint-driven design is to ignore constraints entirely, realize you're drowning, and start over.
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(and everything they never tell you) This is the first entry in a longer series I want to write over time about the real, messy, human side of being a CTO.
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I'm building (Dark) Lilly Engine, a 3D DOOM-inspired engine in C# with OpenGL.