AotU Gameplay Systems
The modular gameplay and content-authoring stack behind Ashes of the Unbound, spanning stats, survival, combat, quests, factories, progression and fourteen editor domains.
Things I've built over the years — each one a single system or machine, usually made within or alongside one of the ongoing Projects. Some are finished; several probably never will be.
The modular gameplay and content-authoring stack behind Ashes of the Unbound, spanning stats, survival, combat, quests, factories, progression and fourteen editor domains.
Server-authoritative persistence with durable EOS identity, encrypted connections, per-player state and a separate Tauri administration application.
SPACEFLIGHT / LARGE WORLDS
Gravity-relative movement, per-client floating origins, body-fixed sectors and measured celestial lighting for travelling across the Solvren system.
An editor-only recipe runner that turns repeatable diagnostic states into hashed artifacts with manifests, provenance and file-backed completion checks.
MACHINE BUILD
My component-placement machine, built by converting an unfinished HyperCube frame and driving it with OpenPnP.
I volunteer on the infrastructure behind the OctoPrint community's forum, Discord and IRC spaces.
A compact FPV racer which went through several frame revisions, camera mounts and a fair amount of crashing.
My larger multirotor build, including the various motor, ESC and propeller changes I tried along the way.
DISTRIBUTED SYSTEMS
The secure overlay I built for SkyeEngine, tested with five coordinators and 10,000 authenticated clients.
The build index adds context; the original albums keep the close-ups, half-finished states and field photos.