Game engine developer. I write about C++, rendering and AI-assisted development.
Who owns this line? The four tiers I use to work with AI
When I started working with AI tools, I felt lost. Too many new concepts, too many ways to engage with them. My early experiments ended in disappointment, and I caught myself asking: “Is that all?” and “Am I using these tools the wrong way?” So I went back. I expanded my knowledge, connected more dots, and lined up pieces of different workflows. The results improved, and I understood something I couldn’t yet name: my approach had to match the kind of work I was trying to accelerate. Brainstorming in a chat window and directing tasks in a CLI don’t call for the same tone, or the same intent. ...
What eight repos taught me about how I start and stop projects
In April, I decided to find out whether AI could be more than a casual tool for me. I subscribed to Claude Pro and started projects… many projects. I began catching up with C++20 through a small game, built a hands-on coroutines course with Claude as my tutor, and planned games I had always wanted to make. Then the WoW Forever beta arrived. I asked Claude, “How hard is it to write a WoW addon?” Two weeks later I had a working one. I had never felt so empowered to build anything. ...