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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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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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 …
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Copying work between agent windows is routing, state tracking and failure recovery disguised as clipboard use.
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SkyeEngine Code began as a practical complaint: I was spending too much time carrying messages between coding agents.
The immediate trigger was the development workflow around Ashes of the Unbound. Rendering and …
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