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Articole: 9
  1. Realism

    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.

  2. 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.

  3. Engine agnostic?

    Porting my Godot game to three.js to test whether the 'engine-agnostic core' claim is real or aspirational.

  4. Token density

    Clean code is bad for vibe coding.

  5. 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.

  6. An autonomous-refactor loop where each cycle runs in its own git worktree, must beat a metrics gate to merge, and is discarded otherwise.

  7. A snapshot of the GrandStrategy codebase after seven months of vibe coding: lines of code, tests, handlers, and the Claude Code session counters.

  8. Game Engine

    Picking a game engine for vibe coding: Unity, Unreal, Godot, Bevy, and rolling my own.

  9. Hello, world!

    Why I'm starting this blog, why AI, and what I'm building.