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What I learned the hard way trying to make the game look realistic: exaggerated, disproportionate stylization reads better than carefully accurate geometry — and it's cheaper too.
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A walkthrough of one simulated day in GrandStrategy: a Clothier town that imports wool and oats and exports cloth, the local chain that feeds it, and how migration, buildings and streets grow to keep up.
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Porting my Godot game to three.js to test whether the 'engine-agnostic core' claim is real or aspirational.
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Clean code is bad for vibe coding.
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Seven lessons from building a strategy game with Claude Code: TDD discipline, horizontal slices, terse code, small tasks, observable state, disposable code, and the linter as the first line of defense.
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An autonomous-refactor loop where each cycle runs in its own git worktree, must beat a metrics gate to merge, and is discarded otherwise.
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A snapshot of the GrandStrategy codebase after seven months of vibe coding: lines of code, tests, handlers, and the Claude Code session counters.
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Picking a game engine for vibe coding: Unity, Unreal, Godot, Bevy, and rolling my own.
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Why I'm starting this blog, why AI, and what I'm building.