It’s been a while since I’ve written a proper project update. Far too long, really. I haven’t been idle, though. Over the last few days I’ve put an honestly unreasonable amount of work into SkyeEngine, GLaDOS, and the …
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The second version of SkyeEngine Code could launch agents, route requests and show their replies. It still learned most of what it knew by watching rows appear in somebody else’s message database and guessing what those …
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The first proper test of SkyeEngine Code was not building SkyeEngine Code. It was trying to understand why the first connection to an Ashes of the Unbound server could capture a different sky from the second.
By then the …
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Saving a player at planetary scale is not the same as saving a transform.
By 13–14 May, Ashes of the Unbound had dedicated-server persistence and a hierarchy of celestial coordinate frames. Joining those systems exposed …
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The difficult rendering investigations in Ashes of the Unbound all began to follow the same choreography: load a state, apply a diagnostic mode, wait for the world to settle, capture a screenshot, write down what changed …
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On 9 May, Selene’s night side went black. Not artistically dark. Gone.
The failure appeared while testing celestial occlusion in Ashes of the Unbound. The expected Aetheria contribution vanished even though the source …
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