A whole underwater world running in your browser. The fish are low-poly. The dying is high-fidelity.
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I build things and show you how I did it: the ugly drafts, the dead ends, the parts that caught fire. I don't always know what I'm doing. I've decided not to let that stop me. Pull up a stool.
Freshest posts first, across everything.
A pencil and a cheap notebook beat a good memory every time.
Eating in PolyFish gives you zero energy, so every creature is on a countdown clock from the moment it's born. No population caps, no spawners, just collisions and math. The population runs away and crashes on its own, every single time.
A line between two games can mean two completely different things: one I draw by hand because it tells a story, one the machine infers from the data. Plus the boring duplicate problem that nearly ate the whole project.
PolyFish is twelve years old and it started with beer. A private VR experiment about yeast and a population curve that crashes on purpose, which turned into an ocean I actually showed people. Here is where the fish came from.
I borrowed the idea off a music influence website, then went looking for the same hidden wiring in games. It turned into a 3D star map of fifty years of game history, and one problem I still haven't cracked.
Proof I actually finish things. Some of them, anyway.
A whole underwater world running in your browser. The fish are low-poly. The dying is high-fidelity.
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The history of video games, wired up like a conspiracy board. Everything connects to everything.
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A camera, a feeder, and one very confident raccoon. An observation post for whatever wanders through.
Made-up critters with real attitudes. Character design, and a sticker habit I can't quit.
In progress. Sawdust everywhere. Check back.
A game about going much too fast, a few inches off the ground.
A game. That's all I'm saying for now.
Too many addressable LEDs and a soldering iron I probably shouldn't be trusted with.
Still reading, sketching, and taking things apart to see how they work. No promises yet.
Teaching motors to act. So far they mostly twitch, but menacingly.
A story you walk into instead of read. Still drawing the map.