While I don’t actively develop any games at this point, it’s always been something in my orbit. Projects that either are games, or related to games, will crop up here.
While I don’t actively develop any games at this point, it’s always been something in my orbit. Projects that either are games, or related to games, will crop up here.
— Urban development has the high ground over agricultural and ecological preservation — and it should! *A Pattern Language* annotations on Pattern 4: Agricultural Valleys (2 min read)
— How dense is too dense? How sparse is too sparse? Annotations for A Pattern Language's proposals for the density of metro-adjacent country streets for agriculture, recreation, and preservation. (3 min read)
— Home isn't where the heart is — it's a single node on a very, very large graph. Annotations for the "Independent Regions" pattern of *A Pattern Language*. (10 min read)
— How close is too close? How far is too far? *A Pattern Language* annotations related to the statistical, economic, and ecologic concerns in balancing how dense human habitats ought to be. (5 min read)
— City, with natural stripes — or nature, with city stripes? Annotations for A Pattern Language, and tracking public opinion of where Americans want to live over the past 50 years. (4 min read)
— Can graphs be libertarian? Authoritarian? Annotations for the introductory portion of the 1977 book A Pattern Language. (9 min read)
— Is Jane Street run by soccer-loving ants? Inconclusive. We *can* conclude that they're fans of Markov Chains, though — an invaluable tool for understanding complex data structures. (1 min read)
— The beginning of a topological review of the 1977 urban design and architecture reference book A Pattern Language, and a journey to understand Earth's greatest graph: the Earth, itself. (12 min read)
— What *is* the advantage of rolling with advantage? Exploring dice roll combinations and probability convolutions. (8 min read)
— Discover the probability distributions of different dice roll combinations (1 min read)
— How over-engineering killed a 3-month remaster of an old ROBLOX game. Looking back at the depth of Dunning-Kruger, and how good code doesn't make a good game. (2 min read)
— Being famous online in 2009 is the highest high I'll ever reach. A love letter to the coolest dork I know, hatemail for client-side exploits, and a limitless supply of Monopoly dollars. (11 min read)