In this post, I'm going to explain how a humble LLM can become an all-powerful weather-checking AI agent. You're sitting in your office, rows of desks as far as the eye can see, when a wistful question crosses your mind: "What's the weather like outside?" Unfortunately, there isn't a window in sight and your corporate security policies don't allow distracting websites like weather.com, so you're…
In this post, I explore vibecoding for game development. Me, blissfully vibecoding As I've been learning Unity and using it to develop games like Build + Brawl , I've found the Cursor IDE 's AI coding tools to be quite helpful. Its composer feature is great for writing snippets where I know roughly what I want to do – for instance, "get the aspect ratio of the current screen" – but don't know the…
In this post, I'm going to describe how I efficiently detected enclosed spaces in my browser game's map. As the player places obstacles, cells that would create an enclosed space are greyed-out. In Build + Brawl , a free browser game I recently published, enemies march relentlessly towards the player character. To keep them at bay, the player can place impassable obstacles onto the battlefield,…
In this post, I'm going to explain a framework for balancing games and how I applied this framework to my game Build + Brawl . I recently published a free browser game, developed in Unity, called Build + Brawl . The player must battle increasingly-difficult waves of enemies using upgrades distributed throughout the game. Making the game fun required a careful balancing act: enemies needed to grow…
In this post, I'm going to describe how I used direction fields to introduce fast and dynamic pathfinding to a browser game. I recently published a free browser game, developed in Unity, called Build + Brawl . In Build + Brawl , the player moves their character to avoid swarms of approaching enemies. The environment contains impassable obstacles — some generated at random, some placed by the…