Posts
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Why the Same Particle Effect Glows Differently in PixiJS and Three.js
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Replace ‘make it better’ with one result someone can verify
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Build snowfall in Three.js without attaching the weather to the camera
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Review an agent-written level tool with a designer before it touches a real project
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Give repeated player effects different seeds without losing replayability
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Give a pickup burst one simulation contract and two host integrations
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Ambient fireflies should stay in the room when the camera moves
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Two laser hits, two independent bursts in Three.js
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Before repairing CI, reproduce its working directory
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Turn a dialogue-skip reproduction into a bounded agent repair
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Leave dust behind the runner, then let it settle
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A PixiJS pickup pulse should remember where the pickup happened
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PixiJS rain splashes: five mistakes that make weather look wrong
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Give a failing CI job a repair brief, not a blank cheque
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A one-shot crate explosion in the NixieFX Three.js runtime
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Recover an unfinished agent task without starting from zero
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A two-part task brief needs a boundary between action and judgment
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Testing a small Canvas burst as a NixieFX alternative
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A PixiJS card reveal that puts the glow at the right moment
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Two agents can read a ticket. Only one should own the attempt.
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