28 Mar 26
An in-depth look at the five core principles of API design.
Excellent talk!
see: https://www.youtube.com/watch?v=ZQ5_u8Lgvyk
via: https://brooker.co.za/blog/2026/03/20/ic-leadership.html
see: https://dl.acm.org/doi/10.1145/97243.97271
21 Feb 26
see: https://github.com/p2r3/bareiron
19 Jan 26
Talk from the Roguelike Celebration 2018
Very nice software architecture talk. Patterns discussed: composition over inheritance, type objects, commands/actions.
10 Jan 26
My engine supports detailed changes to world geometry - adding and removing matter both smoothly or with sharp edges. It also supports non-destructive changes like moving a hole around, or creating a tunnel and walking through it - and then seeing it disappear behind you. I’m excited about these non-destructive changes in particular as they enable a lot of interesting gameplay mechanics.
Very impressive!
26 Nov 25
Recent discussion about the perils of doors in gamedev reminded me of a bug caused by a door in a game you may have heard of called “Half Life 2”. Are you sitting comfortably? Then I shall begin.
It’s always floating point precision.
26 Jul 25
When I write about the greatness of text adventures, I pretend they are easy to make. They are, compared to many other types of games, but it’s still a bit of a lie. They’re hard to make. I made one and submitted it to ParserComp 2025, and here’s what I learned.