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 …
Continue reading
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 …
Continue reading
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 …
Continue reading
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 …
Continue reading
Night on a moon is not simply “the sun light is off.” Aetheria hangs above Selene and contributes light of its own. Selene is visible from Aetheria. Each body must illuminate the other, shadow itself and pass through …
Continue reading
The awkward part of using several coding agents was not opening several terminals. It was me sitting between them, copying one answer into another window and trying to remember which session had seen which piece of the …
Continue reading
No posts on this page match that filter.