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The Slop Machine Needs a Pilot
ai ramble27/04/2026I like tools that make computers suffer instead of me. They let me move faster, chew through boring work, explore unfamiliar codebases, and ask stupidly large questions without spending half a day spelunking through docs, source files, and whatever cursed abstraction someone shipped in 2019. But there’s a catch, because of course there is. Computers are involved. Programming with AI is closer to programming itself than people want to admit. Same core skill, different interface. Most of the...
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My stance on AI
ai ramble16/01/2026There 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 immense value. I think using AI generated assets is a...
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Pixel-perfect GI Without Ray Tracing
game-dev tech-post gi07/01/2026Hi! 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 diffusion in their pipeline) and David Maletz's work...