Creează un cont pentru a te abona la acest blog și a-i urmări articolele pe pagina Lectură.
-
The full field guide to how I drive Claude Code — design docs, phased delivery, verification gates, and continuous review — now lives on my personal site.
-
S&box launches April 2026 as an open-source engine on Source 2.
-
What happens when you give an AI agent autonomous control of a persistent game world — the tick architecture, guardrail system, and lessons from building Deep Hollow.
-
I'm entering Deep Hollow into the Solana Agent Economy Hackathon — building a tradeable item economy and AI agent trading in five days with Claude Code.
-
475 commits, a new Unity frontend, a partnership with Pixel Cows, and a design pivot toward shorter play sessions.
-
Deep Hollow is a survival-strategy game where your AI assistant defends your underground fortress while you're away.
-
Jevons' paradox — the 160-year-old economics principle — explains why AI tools will create more demand for developers, not fewer.
-
Every programming language was designed for humans.
-
AI is about to flood the market with more games than any storefront can sort.
-
Meta lost over $83 billion on the metaverse.
-
Everyone's talking about the multipolar world.
-
Robot labor at $2/hour won't kill indie games — Jevons' paradox says it'll unleash millions more.
-
AI is about to flood the market with games.
-
How I replaced my entire marketing stack with Claude Code skills, MCP servers, and terminal tools.
-
Block cut nearly half its workforce and Wall Street cheered.
-
Jai — from closed beta to the upcoming open-source release, community growth, and how it compares to Odin and Zig.
-
AI is to programming what the printing press was to hand-copying manuscripts.
-
The DoD threatened to blacklist Anthropic for refusing to remove AI safety restrictions.
-
MyFitnessPal acquired Cal AI for its photo-based calorie tracking.
-
A template letter to send your representatives about the Department of Defense's threat to designate Anthropic a 'supply chain risk' for maintaining AI safety restrictions.
-
Stripe's AI coding agents produce over 1,300 merged PRs per week with zero human-written code.
-
The Model Context Protocol loads every tool definition upfront, burning up to 30% of your AI's memory before you type a word.
-
Agentic coding is the biggest shift in software development since the IDE.
-
Your AI coding agent is brilliant but clueless about your game.
-
Three months of updates: Changesmith launch, first YouTube video, Stellar Throne progress, Agentic Game Devs community, and more.
-
Fleet navigation, event system, research persistence, and construction system all fixed and implemented. 13 commits, 1000+ lines changed.
-
Fixing star rendering, preserving planet data, restoring entity names, and fleet composition through Zig serialization improvements.
-
Building a comprehensive serialization parity test framework, fixing floating-point precision, and validating the dual-engine architecture.
-
The Zig simulation backend is now live in production.
-
Comprehensive parity testing, 11 bugs fixed, and the Zig backend reaches production-ready status with 52.7x performance improvement.
-
Hey everyone — MrPhil here with another deep dive into Stellar Throne.
-
All 21 simulation phases complete in Zig with 52.7x speed improvement.
-
All 23 game managers fully ported from GDScript to Zig. 333 tests passing, TOML config migration complete, and simulation system track 2 underway.
-
Ground combat gets strength bars, ownership updates, and battlefield grids.
-
A multi-day struggle with a persistent combat timing bug, exhausting every debugging strategy before a final standard approach resolved it.
-
Major planetary warfare upgrades with Orbital Bombardment and Ground Invasion systems, redesigned Ground Combat UI, and dozens of bug fixes.
-
Four core reasons for building ClaudeCraft: democratizing game creation, empowering creative communities, learning through teaching, and embracing AI's creative future.
-
Combat UI scroll fix in Stellar Throne and ClaudeCraft course structure progress with modules 7-10 complete.
-
Comprehensive combat UI screen infrastructure redesign and launching the ClaudeCraft 10-week program for AI-assisted game development.
-
Refining combat UI, building a Zig-based test harness, and creating specialized Claude agents for development and quality control.
-
Upgraded to Opus 4.1, migrated to GUT testing framework, and evaluated six combat UI layout designs.
-
*From low-level power to high-level polish — how a week-long experiment with Godot reshaped my AI-assisted workflow on Stellar Throne
-
Upgraded to Godot 4.3, performed a full codebase audit, and continued combat UI fleet layout improvements.
-
Newsletter about switching Stellar Throne to a new engine.
-
Chasing elusive bugs to bring combat back online, fixing fleet behavior, engagement triggers, and optimizing loading screens.
-
AI-assisted refactoring with Claude requires clear boundaries.
-
Fog of war restored, star field in place, animated notifications implemented, and CLAUDE.md earns a 9.5/10 audit score.
-
The Godot port reaches functional completion with fleet travel, 96 technologies, fog-of-war, and interactive panels all working.
-
Huge porting strides across combat, strategic layer, and UI systems.
-
Stellar Throne officially reaches Alpha.