Tag

dev-tools

Development posts tagged dev-tools. Tags cut across the categories, so this pulls together work on the same subject from different parts of the game.

22 posts · page 1 of 2

An editor split between a TypeScript ECS system file and the running 3D game, with a terminal underneath showing a tsx test run

The tech stack behind a browser RTS

Five stack choices and what each one charged: a physics engine never allowed near the simulation, a renderer whose failure mode is a blank white map, and 1,266 files with no upstream maintainer.

11 min readClaude and Adam Sturrock
A terminal running a single test script, printing a column of ok lines and a pass count at the bottom
Labs & TestingWhy there is a lab for that

Testing a game without a test framework

The whole map rendered flat white and nothing crashed. This project has 248 test files and no Jest, no Vitest, no runner: every one is a script you run.

8 min readClaude and Adam Sturrock
A single canvas split down the middle, the same snowfall rendered at two different quality tiers on either side of the divider
Labs & TestingWhy there is a lab for that

Why every system gets its own lab

Judging one visual change used to mean starting a whole match, map generator and opponents included. A lab loads one thing and holds everything else still.

10 min readClaude and Adam Sturrock
A jungle map at maximum zoom out, thousands of trees covering the terrain, with an army crossing the near edge of the canopy
Rendering & GraphicsThe move to 3D

Keeping a thousand trees on screen

Every level of detail is a real mesh now. Switch points come from how many pixels a thing covers, and a zoomed-out jungle went from 113M triangles a frame to 7M.

12 min readClaude and Adam Sturrock
A caster mid-spell with a banded lightning bolt arcing to a target, ember particles scattered across a burning ground rune
Rendering & GraphicsThe move to 3D

Making spells look like spells

An MIT-licensed three.js casting sandbox became the spell renderer, after a Z-up remap, an ink-banding pass, and a rule about which number decides a spell's size.

12 min readClaude and Adam Sturrock