Notes from the build
Dev log
Six entries, each off a real commit in the game repo. The short hash under every title is the receipt.
Notes rather than announcements, usually from a day when a number written down confidently for weeks turned out never to have been measured.
▸ MODE SHIFT THE ENTRIES git log --oneline
Two players, one world, and two simulations that never talk
Both marbles roll around the same scene graph. Neither simulation knows the other exists, except for the one frame they touch.
An orthographic camera has no lens
SceneKit's depth of field is not mistuned under this camera. It is inert. Proving that took a measurement; replacing it took a depth buffer that runs backwards.
Building a game for iPhone on a machine with no Apple in it
The core was written to depend on nothing. It depended on one thing, and the fix was a module named after it.
The level editor saves a diff, not a level
Placing blocks by hand usually means abandoning the generator that made the level. This keeps both, by never writing a level file.
A soundtrack that ships as zero bytes
Written in Haskell, played live in TidalCycles, compiled into the app as a table of numbers. No audio file is bundled.
The value bracket that was never on screen
The design doc said the lit wall was brighter than the floor. On screen it never had been.
Every entry above is a real commit in the game repo, and every number in one was measured rather than remembered. Where something is still unmeasured, the entry says so.