News
NaN-Boxing Tutorial
I added a new tutorial, this time on NaN-boxing, which is a technique for implementing dynamic types in a language:
Meditations Under About Section
I decided to share meditations under the About tab. I love writing, and I’ve been writing for years, so it doesn’t take much to share publically. If it’s not your cup of tea, that’s okay.
Posted a new meditation today:
Time Sink (one second GIF creator)
As a fun side project for today, I thought it would be cool to create a page where you could code an animation in sink (my scripting language), and have it output an animated GIF.
It only took a few hours of hacking away to get it to work – it’s pretty fun!
Here’s the result of the simple 19 line script pictured above:
Paranoia Game Engine and Placebo Editor
Sorry for the lack of updates – I’ve been busy working.
Around mid-September I decided the best way forward was to create a game engine. That might sound a little crazy (because game engines are usually huge and take large teams), but I’m scoping the engine specifically for the Delusion game series.
It is not an Unreal or Unity style of engine, that is capable of making any game under the sun… it is closer to SCI or SCUMM. These types of engines are for fairly specific types of games, with a lot of built-in assumptions.
Sink and Estimating Work
I’ve reached a point where Sink (my latest attempt at making a scripting language) is actually usable. It’s published on GitHub, here:
I want to take a moment to talk about how terrible I am at estimating how long I need to finish something. I don’t think this problem is strictly a personal failure – most programmers are quite bad at making estimates – but it certainly feels like a personal failure 😀.
Polygon Clipping - Part 2
The previous polygon clipping algorithm turned out to fail at common cases, so I was forced to research and develop a different one:
Sorry for the lack of updates – I have been working hard, and updating the website takes time away from building my tools and games. The latest article also took a long time, with lots of false starts and frustration, but it’s done now 😀.
Polygon Clipping
I had to implement a polygon clipping algorithm for my game, so I thought I might as well take the time to write an article on the subject:
(Writing an article also forces me to deeply understand it too!)
Generating Quality Content Quickly
I’ve been experimenting with ways to generate quality content quickly.
Delusion, the game series I’m working towards, is based on the idea of releasing weekly episodes like a TV show. I want to maintain the pace of producing one episode per month – I am roughly estimating having three seasons per year, where each season is four or five episodes.
In order to do that, I need to be able to produce content quickly.

