Gin's tech shack
I'm Gin, a software engineer from Brazil. I'm a tech-masochist who enjoys being knee-deep in complex problems with many moving parts. You might know me from my work on Dyno, the Discord bot. I've scaled services to billions of events, wrangled bare metal, hoarded metrics like a glutton and recently started developing a game.
You can expect rambles about game development, AI, performance and distributed services. Sometimes these rambles may be useful, but no promises.
Projects
- UnityECSGame DevAnchorfall→
A spell-crafting game with base building and automation, set in a world where chaos and order have been thrown out of balance.
- Three.jsWebGLVoxel Terrain→
Procedural voxel terrain with Three.js, featuring FBM noise, greedy meshing, and dynamic tree generation.
- GoDistributed Systemsnirn-proxy→
Distributed transparent REST proxy for the Discord API; rate-limit aware, multi-bot, version-agnostic.
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My stance on AI
16/01/2026There has been a strong move against AI, especially in game development circles. I understand where these people are coming from, but it is a stark contrast to the way AI is being cherished in development circles. Since I'm developing a game, I want to voice my thoughts about AI and tell you where I stand. Art & Music First and foremost, I do not and will not use AI to generate art assets. Art is one of those areas where a human touch adds...
ai ramble -
Pixel-perfect GI Without Ray Tracing
07/01/2026Hi! I'm building Anchorfall with a visual style inspired by Core Keeper: chunky pixel art with dynamic lighting, sharp shadows, and real-time global illumination. To achieve that, I built a custom lighting pipeline that does direct light, indirect light (GI), pixel-perfect shadows and gives strong artistic control. It isn't physically accurate, but fits pixel art games well. It's inspired by Core Keeper's own lighting system (which uses heat...
game-dev tech-post gi