I Shipped a Rust + WebAssembly Battle Map Editor to the Microsoft Store
I Shipped a Rust + WebAssembly Battle Map Editor to the Microsoft Store I recently shipped RPG Map Editor to the Microsoft Store. It is a
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I Shipped a Rust + WebAssembly Battle Map Editor to the Microsoft Store I recently shipped RPG Map Editor to the Microsoft Store. It is a
The Problem We Were Actually Solving As I reflect on our team's journey with Hytale and Veltrix configuration, I realize that our initial g
Paneflow is a terminal multiplexer and AI agents IDE written in pure Rust on top of Zed's GPUI. The pitch is one line: a Rust native host for your CLI
Writing self-referential structs in Rust is a complete nightmare; the borrow checker won't let you do it natively. Testing three common workarounds fo
I write C++ full-time. Before this, I had never touched Rust. Three weeks ago I read an article about offline background removal and started building
You're six hours into debugging a production issue. The trace points to line 847 in order_processor.rs, but you need to see how the state flowed from
Over the past two years, the AI Agent ecosystem has changed dramatically. In 2023, most projects were still fundamentally: LLM API + Prompt + Tool
Tokenization is one of those silent bottlenecks in the Large Language Model (LLM) world. While GPUs do the heavy lifting of running the model, the CPU
If you've ever had a GPL dependency sneak into a commercial project, you know the drill. License violations don't fail your tests. They don't break yo
The Problem We Were Actually Solving I was tasked with optimizing the performance of our Hytale server, which was experiencing high latency
The Problem We Were Actually Solving It started with a scream from the observability dashboard. At 02:47 on a Sunday, our event ingestion pipeline hi
Solana's runtime was designed for speed — 400ms block times, parallel transaction execution, sub-cent fees. But when you pair that with AI agents that
The Problem We Were Actually Solving The treasure-hunt engine had to keep state for each actor: current tile, inventory, active effects, an
The Problem We Were Actually Solving The treasure hunt engine spends 68% of its CPU cycles inside a single function, resolve_drop_candidate
Three years ago I inherited a Rust-based treasure-hunt engine that processed upwards of 2 million in-game events per second. Latency was fine on the b
The Problem We Were Actually Solving We were solving the classic scale-to-zero problem, but the twist was that configuration itself became
The Problem We Were Actually Solving I was tasked with optimizing the event handling pipeline for our Veltrix system, which was initially b
Rust already has well-established parser combinator libraries like nom and chumsky, so why build another one? In my experience, using parser combina
The Problem We Were Actually Solving I still remember the day our traffic grew by a factor of 10 in a matter of hours, our servers were on
The Problem We Were Actually Solving I still remember the day our server growth hit a wall, and our treasure hunt engine began to buckle un