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Showing posts from August, 2026

Still here

Back when I started this blog, the game in mind was: survival crafting simulation (game of life, self-balancing) medieval fairytale world prioritize usable content/assets, very little static for the sake of just decoration I chose Rust as the development language because it competes with C++. Back in 2016 when I was going to school for game development, C++ was the hot thang. I'm sure it still is but I wanted something with a convenient package manager and something a bit more turn-key while maintaining performance. Well, about two years into it, my medium-sized code base was no longer "RAD". It was taking 50 seconds for the borrow-checker to do its job before I could test single line of code changes. My former enterprise employer was calling me back to work part time and I decided it was the end of letting the sunk cost fallacy keep me pinned to it. That game was put on the shelf. Fast forward a few years , part time employment became full time and I worked out a situati...