Skip to content
CREATION WASTELAND
Home
Products
Data
Projects
Blog
About
◐
Auto
Home
Products
Fallen Sand
Infinitus
WITVT
3D Assets
Trenchsweeper
Data
Projects
NanoScript
y2k-css
Sweetroll
DL2 Reports
Blog
About
Blog
Loading posts…
Blog
Blog
A disorganized mess of ideas pondered and lessons learned.
Oct 7, 2026
Web Development
Y2K CSS: Making a Library Follow a Theme Toggle It Doesn't Know About
y2k-css picks dark mode with a media query, and so do the three code-highlighting stylesheets this site uses. I wanted a toggle. A short PostCSS script rewrites all of them at build time to follow an attribute instead, with no changes to the libraries.
3 min
Oct 7, 2026
Web Development
Nanoscript: I Built a Fake 90s Computer to Run It in the Browser
The nanoscript sandbox could have been a textarea and a console. Instead it is NSOS: a boot sequence, a desktop, a file system you can break, a code editor and a Missile Command clone written in nanoscript. The parts that were harder than they looked.
4 min
Oct 7, 2026
Game Development
Infinitus: The Rules Engine Has No Scene
One decision made early in Infinitus and defended since: the code that knows how the game works contains nothing from Unity's presentation side. Here is what that bought me (the AI, replays, online play) and what it costs.
3 min
Oct 7, 2026
Game Development
Fallen Sand: A World Where Every Pixel Is Simulated
I am building a post-apocalyptic shooter where the world is a falling-sand simulation. This is how the world is stored, how it updates fast enough on the CPU, and why buildings fall down when you shoot the floor out from under them.
4 min
May 30, 2025
Game Development
Infinitus: Wrapping WebGL in a React Component
In this devlog, I walk through building a reusable <code>GLCanvas</code> React component for hardware-accelerated 2D/3D graphics in Next.js. You’ll see how I set up the WebGL2 context, implement a fixed-timestep game loop with FPS tracking, normalize mouse input, and even pause the loop when the tab goes hidden. This foundation makes it easy to drop in your own shaders, game logic, and rendering code.
3 min
Apr 3, 2025
Game Development
Unity Development: Queues Are Not All Bad! (Part 3)
A Queue<T> is a dynamic, FIFO data structure. You add items to the “back” of the queue and remove them from the “front.”
2 min
Mar 15, 2025
Game Development
Unity Development: Use Stacks! (Part 2)
In Part 2 of our Unity data-structures series, we dive into the power of Stack<T>, the ultimate Last-In-First-Out collection. Discover how simple Push, Pop, and Peek operations can streamline undo/redo systems, depth-first searches, and nested state machines allowing you to write cleaner, faster, and more maintainable game logic.
2 min
May 22, 2024
Python
Frozenset: Python Stuff that Just Changed My Life
If you are like me, you use python sets all the time. You also use tuples all the time. But one class that does not get talked about enough is the frozenset.
2 min
Apr 20, 2024
Data Science
Training Models with Synthetic Training Data
TLDR; I fine-tuned a T5 text2text model using synthetic data that was generated and labelled by gpt4.
7 min
Dec 3, 2023
Game Development
Unity Development: Don’t Use Lists for Everything! (Part 1)
Unity developers often default to using lists for collections, but this approach isn’t always the most efficient or effective. While lists offer simplicity and direct access to elements, they may not be the optimal choice for all scenarios.
3 min