Writing log71 posts289 tagslatest Oct 23, 2026
Game-dev.
Latest posts
Finding two causes of a walking stutter in a Godot game with a measuring harness
A Godot 4.6 game that streams its world in chunks froze for 0.1 to 0.3 seconds every time the player walked. A harness that walks the hero on its own and logs frame times found two causes: code scanning 19,000 nodes every physics tick, and code building and tearing down whole chunks in a single frame. After the fix, frames over 50 ms are gone.
Why Are Voronoi Diagrams Everywhere in Procedural Generation?
Fantasy map generators, cellular noise, Minecraft biomes and destruction effects all keep returning to the Voronoi diagram. This post covers its definition and history, its duality with the Delaunay triangulation, point distributions and Lloyd relaxation, where it is and is not used, and its pitfalls, checked against primary sources, an in-browser lab and benchmarks I ran myself.
Fantasy Map Generator Architecture: How Does One Seed Become Continents, Nations and Markets?
Azgaar's Fantasy Map Generator builds a whole fantasy world in the browser: terrain, climate, rivers, cultures, states, roads and an economy. I followed its 40-step generation pipeline through the code, generated maps myself, and checked each stage's output, its run time, and whether the same seed really gives the same world.
Claude Code Game Studios Architecture Analysis: Running Claude Code Like a Game Development Studio
An analysis of how Claude Code Game Studios combines 49 agents, 72 skills, hooks, rules, and templates to run a single Claude Code session like a game development studio.