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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!
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- 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 - 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 - 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 - 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