Posts
Building rivers and waterfalls from a waterways table
A 10 km island retuned in its generator's settings, river sheets laid out in seconds of travel in Godot, a tiered tower, and one folder for every file.
Generating an island with stream-power erosion for Godot
How Blobber's world generator, terrain streaming, rule-painted ground and river meshes work, and the research knowledge base they were designed from.
Modeling and rigging an orc in Blender with Python scripts
A Skin-modifier stick figure, distance weights, baked textures and 22 export checks, the knowledge base behind them, and a facing bug in Godot.
Running turn-based combat on a real-time clock in Godot
One clock and one set of recovery timers serve both modes in Blobber. Also seeded tests, a 155-action input table and chained save migrations.
Auditing a day of agent work and building tooling from it
One shell script that runs Godot, a GDScript base for kept tests, films from Godot's movie writer, and the files my AI agents read before they start.
Building a first-person RPG prototype in Godot with agents
Stat breakpoints solved by bisection, one game clock behind every cooldown, shots swept as rays, and a dungeon rasterized from a floor plan onto a grid.