All games

Stardust Engine

A custom game engine written in Rust and wgpu.

LLM Context Engine

An AI-native knowledge system that lets coding agents query structured codebase knowledge in milliseconds. Thousands of substring-matched triggers across a three-layer architecture: always-loaded surface hints, routing indexes, and on-demand knowledge sections.

99,440 Rust Lines
138 Context Docs
5,577 Triggers
<1ms Query Time
0 Infrastructure

No vector DB. No embeddings. No server. Just JSON files, substring matching, and well-authored triggers. The tool is dumb so the data can be smart.

AI Agent Orchestrator

Autonomous task pipeline that turns specs into reviewed, tested code. Each task runs through resolve, execute, review, and finalize phases in isolated git worktrees. TDD-driven implementation, automated code review with change requests, and automatic context document creation — so every completed task makes the next one smarter.

Spec Human writes task spec
Resolve Agent gathers codebase context
Execute TDD implementation in isolated worktree
Review Automated code review with change requests
Done Squash merge + context doc created
Changes requested

P2P Multiplayer

Deterministic lockstep architecture over Steam P2P networking. All simulation state flows through a MatchCommand queue — no HashMap in sim, no system time, no unseeded RNG. BTreeMap iteration, seeded RNG with sub-seeds, coordinate mirroring for perspective-invariant play.

ECS & Code Generation

Entity component system generated at build time from Handlebars templates. Entity graph with edges as first-class entities, O(1) bidirectional lookups, 9 topology layouts with animated transitions. A* pathfinding on hex grids.

Rendering

Multi-pass HDR pipeline with 4x MSAA. Bloom compute, tone mapping, volumetric rendering, MSDF text, and a skybox cubemap — all in Rgba16Float. Dual-camera system for 3D UI layering. GPU frustum culling with CPU-precomputed 6-plane sphere tests.

Physics

Rapier-backed rigidbody physics with force-based and teleport movement modes. Acceleration-based velocity control for game entities. Waypoint pathfinding with callback-based arrival events. Three-phase game loop: Input at 240Hz, Simulation at 60Hz fixed, Render at variable rate.

UI System

Flexbox layout via Taffy with billboard raycasting for 3D-space interaction. Dual-macro menu pattern, slide animations with easing, tween system with 19 easing functions. Toast notifications, data tables with virtual scroll, and a navigation toolbar system.

Built with

RustwgpuRapierTaffySteam SDK