← werkstatt

Gamedev.

Prototypes, mostly roguelikes. The generation is the point.

Godot and custom engines. Procgen as a practice: terrain, dungeons, line-of-sight, behaviour trees. Shipping is not the goal — understanding the system is.

2026-04-18

Terrain chunks + LOD rings — from framerate disaster to playable

The terrain generator worked. It generated 50,000 triangles per chunk at full detail. LOD rings cut that to 3,000 at distance. Now it runs.

2026-04-05

Roguelike #3: FOV with recursive shadowcasting

Implemented recursive shadowcasting for field of view. The algorithm is elegant once you understand the octant recursion. Getting it right took three attempts.

2026-02-22

Roguelike: line-of-sight rewrite

Replaced the naive raycasting LOS with symmetric shadowcasting. Faster, correct at corners, and the symmetry property turns out to matter for gameplay.