Writing on “architecture”
6 articles tagged architecture. See all posts.
One changelog file, three places it shows up
A single typed changelog file feeds an in-game badge, a Settings tab and a public website page, so release notes cannot drift between the product and its marketing.
Read articleBuilding a game that behaves like a desktop widget
Cozy Coast is an Electron and Phaser game built as a borderless desktop widget first, which changes the window model, the render budget and the packaging pipeline.
Read articleCozy Coast multiplayer runs on zero servers
Cozy Coast shipped a multiplayer hub with no backend at all. Steam handles lobby discovery, connection brokering and packet relay, and the host relays player state.
Read articleMulti-agent workflows a single engineer can reason about
A focused multi-agent system one engineer can reason about beats a sprawling one nobody trusts. Scope each agent, define tools explicitly, and observe everything.
Read articleEvals for delivery teams: trusting AI output without re-checking every line
Trustworthy AI output comes from evals built into the real pipeline, not a benchmark: evaluate what matters, gate at the right point, and keep review habits that scale.
Read articleBuilding Neurowire: one canonical model, six feed formats
Neurowire treats feeds as a data-modelling problem: one canonical model that every parser produces and every serializer reads, so adding a format is a single serializer.
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