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Misc

#5 - Switching from C/C++ to C

Tue 19 May 2020

Dropping C++ from my custom game engine in favor of pure C, and the cross-platform bugs that surfaced when C++ features I didn't notice were being used.

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dev game_engine
Misc

#4 - Following Lispy conventions

Fri 15 May 2020

Applying Scheme naming conventions (?, !, %, *) to a game engine's scripting API and how it improved code readability with minimal effort.

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dev game_engine
Misc

#3 - Rebel Game Engine now works on different platforms

Sun 10 May 2020

Getting a custom C game engine to build on Linux, Windows, and macOS with one Makefile — lessons from cross-platform debugging and using Msys2 on Windows.

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dev game_engine
Misc

#2 - Implemented basic Scheme scripting for Rebel Game Engine

Thu 07 May 2020

Adding Chicken Scheme scripting to a C game engine — switching to a functional design, wiring up the FFI, and navigating garbage collector memory management.

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lisp game_engine dev
Misc

#1 - Thinking of adding Lisp to my custom game engine

Sun 03 May 2020

Exploring Chibi-Scheme as a scripting layer for a custom C game engine, and why adding Lisp scripting means rethinking the object-oriented architecture.

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dev lisp engine
Misc

Making Unity beep after scripts finish reloading

Fri 01 May 2020

A Unity editor script that plays an audible beep when script reloading finishes, so you can look away from the screen instead of watching the progress spinner.

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dev unity
Misc

Opening Unity Script Files in Emacs

Wed 24 January 2018

How to open Unity script files in Emacs with correct line numbers using the OnOpenAssetAttribute callback and emacsclient.

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emacs unity
Misc

Chef Wars Postmortem -- What Went Right: Risk Adjusted Technical Estimates

Sun 10 December 2017

A risk-adjusted estimation system that pairs time estimates with confidence levels to produce reliable schedules — used to ship Chef Wars on time.

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chefwars gamedev mindcake +1 more
Misc

Chef Wars Postmortem -- What went wrong: Optimizing too early and too late

Wed 06 December 2017

Lessons from Chef Wars on premature optimization: why asking WHAT and HOW to optimize matters more than asking WHEN, after making both mistakes in production.

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chefwars gamedev mindcake +1 more
Misc

Chef Wars Postmortem -- What went right: Having a Universe File

Tue 05 December 2017

How keeping all Chef Wars game data in a single "Universe" spreadsheet made prototyping, iteration, and live patching faster across two years of development.

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chefwars gamedev mindcake +1 more
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AccidentalRebel

AccidentalRebel

Juan Karlo Licudine

Hands-on AI security. I threat model AI agents, build containment tools, track real-world attacks, and write about what I find.

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© AccidentalRebel. Hands-on AI security. I threat model AI agents, build containment tools, track real-world attacks, and write about what I find.
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