Latest Posts

I publish a blog post every Monday.

Here are my six most recent blog posts. I tend to post about web development. Occasionally I’ll write a blog post about running or one of my other hobbies, you really can’t tell.

  • Why Prune’s editor tools live inside the viewport
    Prune is a 2D game engine I am building where the editor and engine exist within the same runtime. One editor, not three One of the first major problems I needed to solve with the early prototypes was ensuring all the scene types were first-class citizens in the editor. I have spent a considerable amount of time ensuring that Prune is not three game editors disgused as one. Each of the scene types builds upon the same WorldScene foundation, the share the core editor shell and then add their own behaviour, tools and object semantics. Although slow, this part of …
  • Prune 2D Game Engine
    Prune is a C++ 2D Game Engine where the game and editor exist within the same runtime. It is not trying to be a traditional engine where the editing happens in one mode and gameplay happens in another. The core goal is a play-and-build system where the editor is part of the runtime.
  • REST API Tests
    API tests should focus on where the user is likely to get stuck, not on validating the happy path works, we have other tools for that
  • Budget Pro alpha release
    We did it! We released the alpha for Budget Pro and as promised, we released it in the first half of the year.
  • Connect docker compose apps
    You can connect multiple docker compose apps by setting the network. If the apps share a network, they can communicate.
  • Expose API requests
    We all need to be more open with our customer’s data; where does it come from, how is it structured and used. Users should not be deterred from getting at their data and all our customers deserve more than a data dump.