“The Analytical Engine weaves algebraical patterns just as the Jacquard loom weaves flowers and leaves.”
Ada Lovelace, Sketch of the Analytical Engine (1843), Note A
Trustworthy AI
Back in March 2024, I wrote about Responsible AI . Today, I want to expand on this a bit and focus on AI Governance and Trustworthy AI and what that means for us as software engineers working with AI in a corporate setting. For me, the European legislation is especially interesting. The EU AI Act is no longer something coming in the distant future. Parts already apply, while other requirements …
Vibecoding Vs Agentic Coding
Something about the way many people talk about AI and creating software has started to bother me a lot lately. I keep seeing people use the term vibecoding for all AI assisted coding and often this is meant in a negative way. I think vibecoding and other ways of using AI for software development can be very different approaches. While all approaches involve AI writing most of the code and they can …
JS13KGames 2026 - Post Mortem
JS13KGames is always one of those game jams where the technical challenge is almost as important as the game itself. This year the limit was 13KB, including all the code, graphics, audio, and everything else in the zip. The theme was Unicorns and Rainbows, so I decided to make not one but two games. The WebXR entry is Rainbow Reboot , made with PlayCanvas and TypeScript. The other entry is Rainbow …
MVVM In Web Games
Back in the days of Silverlight and later WPF MVVM was my go-to pattern to bind my models to the views. It is a great way to separate concerns in a project. I realized it works pretty well for games too! Back then, I used C# with the INotifyPropertyChanged interface. In this post, I will be using TypeScript and a reactive state system. The principles are the same though. It’s all about …
Automatic GitHub Deploy to itch.io
Automating itch.io uploads from GitHub Actions saves me time and removes the manual upload step when I want to release a new version. In this post I show the workflow I use in production for my little games: push a version tag, let GitHub Actions build the project, and push it to itch.io with Butler . Why automate itch.io deployment The biggest benefit is consistency. The same workflow runs every …
Automatic Imports
I keep running into the same problem in almost every game I build, especially when the project gets a bit bigger. Once I have a few components, systems, and helper modules, my main file turns into a long wall of imports. Then I add one extra file, forget one import, and lose time debugging something silly. Let Vite Do The Work I recently (finally) switched to Vite . One small feature made my life …
Automatic Font Parsing for A-Frame
When I work with text in A-Frame, the most annoying part usually is not the text component itself. The annoying part is getting a font into the format that A-Frame expects. Most fonts I have around are normal TTF or OTF files, and I don’t want to manually convert them every time I start a new WebXR prototype. To keep that process simple, I use PixiJS AssetPack to automatically convert those …
Getting Started in Game Development
When I gave talks at conferences and while speaking with people at meetups, I get sometimes asked how to get started as a game developer. Even people that straight out ask how to get as good as I am. First, I think this is really overrating me, as I don’t consider myself a particularly good game developer, but I guess I earned my stripes and probably suffer from some imposter syndrome. My first …
OSS LLM Model Name Codes Explained
If you’ve ever looked into working with open-source LLMs in tools like LM Studio , then you’ve probably seen model names like Qwen3-14B-Claude-Sonnet-4.5-Reasoning-Distill-GGUF or Llama-3.1-8B-GPT-4-CodeInstruct-bnb-4bit. At first you notice the well-known names in there, like ‘Claude-Sonnet’ or ‘GPT-4’, but then these names start to look like almost random …
Closing the MVP Chapter
After (almost) 16 incredible years, my journey as a Microsoft MVP has come to an end. It’s a moment I knew might come someday, but it still feels a bit surreal to actually write these words. My MVP journey began back in 2009, during the early years of Silverlight and HTML5. I spent countless late nights experimenting and exploring how I could bring rich graphics and interactive experiences …
Why WebXR
I’ve been working with WebXR for quite some time now, and there’s something that’s been bothering me. Whether I’m talking to someone about WebXR, reading comments on Reddit or X, or checking out news articles, people always tend to compare it to titles like Half-Life: Alyx or Beat Saber. And while those are fantastic games, this comparison completely misses what makes WebXR …
Smooth Camera Follow
In this short tutorial, I’ll show you how I created a smooth camera follow component for my GameDev.js 2025 jam entry I made with Wonderland Engine . This component smoothly moves the camera to follow the player character, keeping a consistent distance and height offset. I used it specifically in a platformer game, so the camera angle is limited to one direction. You might want to adjust it …




