Field notes · Index18 entriesRSS ↗

Deep-dives on the technical decisions behind my work.

Engine systems, security pipelines, audio synthesis, game design reviews, incident investigations. Some technical posts are detailed enough that I could rebuild the project from them, and that's the point!

Showing 4 of 18 ·Engine systems

Clear filter

Field notes · Index

  1. 16Engine systemsN° 16Engine systems22 min

    How direct drive force feedback actually works

    Direct drive does not add feel. It removes the mechanical filters that gear and belt reduction stages impose. A trace of one number, from the tire model to torque at the rim.
    22 min
  2. 4Engine systemsN° 4Engine systems10 min

    Audio as a gameplay pillar: why Ashlight runs on FMOD instead of Unity's AudioSource

    Ashlight's audio isn't decoration, it's a core gameplay pillar that has to deliver frame-aligned legendary telegraphs, an AI hearing system that reads player footsteps, and a Lucidity scheduler that fires phantom cues without ever lying to the player during real combat. Here's the middleware decision, the 10-RTPC contract that binds Unity to FMOD, and why the most interesting audio code in the game lives outside our codebase.
    10 min
  3. 3Engine systemsN° 3Engine systems6 min

    Building a real-time Saturn ephemeris in React Three Fiber

    How I rebuilt a Wallpaper Engine's Saturn simulation as the hero element of a portfolio site: Keplerian propagator for the moons, procedural ring shader, and ~5000 ring particles.
    6 min
  4. 2Engine systemsN° 2Engine systems8 min

    Ashlight: building a horror engine layer on top of Unity

    The systems work behind Ashlight: a custom render feature stack, dynamic dread budget, and the editor tooling that made it possible to ship without burning the team out.
    8 min