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Godot

27 posts

Stellar Throne Devlog #10 — From Bug Fixes to Breakthroughs

Fleet navigation, event system, research persistence, and construction system all fixed and implemented. 13 commits, 1000+ lines changed.

Blog

2025-11-06

Stellar Throne Devlog #8: Validation, Parity, and Precision

Building a comprehensive serialization parity test framework, fixing floating-point precision, and validating the dual-engine architecture.

Blog

2025-11-05

Stellar Throne Devlog #9: Visual Parity and Data Preservation

Fixing star rendering, preserving planet data, restoring entity names, and fleet composition through Zig serialization improvements.

Blog

2025-11-05

Stellar Throne Devlog #7: The Zig Simulation Goes Live

The Zig simulation backend is now live in production. Bidirectional serialization breakthrough enables the 52x performance improvement.

Blog

2025-11-03

Stellar Throne Devlog #6 — Zig Parity and Production Deployment

Comprehensive parity testing, 11 bugs fixed, and the Zig backend reaches production-ready status with 52.7x performance improvement.

Blog

2025-11-01

Stellar Throne Devlog #4 — The Great Migration: GDScript to Zig Complete

All 23 game managers fully ported from GDScript to Zig. 333 tests passing, TOML config migration complete, and simulation system track 2 underway.

Blog

2025-10-31

Stellar Throne Devlog #5 — All 21 Zig Simulation Phases Implemented + Parity Tester Online (52.7x Faster)

All 21 simulation phases complete in Zig with 52.7x speed improvement. TOML config system, rehabilitated test suite, and parity framework built.

Blog

2025-10-31

Ground Combat & Territory Borders Revamped

Ground combat gets strength bars, ownership updates, and battlefield grids. Territory borders redesigned with shaders.

Blog

2025-08-16

Stellar Throne Changelog Week of August 8-15, 2025

Major planetary warfare upgrades with Orbital Bombardment and Ground Invasion systems, redesigned Ground Combat UI, and dozens of bug fixes.

Blog

2025-08-15

When the Bug Breaks Before You Do

A multi-day struggle with a persistent combat timing bug, exhausting every debugging strategy before a final standard approach resolved it.

Blog

2025-08-15

Bugs, Battles, and a Bit of Scroll Sorcery

Combat UI scroll fix in Stellar Throne and ClaudeCraft course structure progress with modules 7-10 complete.

Blog

2025-08-10

Redesigning the Battlefield: Combat UI Overhaul & ClaudeCraft Takes Shape

Comprehensive combat UI screen infrastructure redesign and launching the ClaudeCraft 10-week program for AI-assisted game development.

Blog

2025-08-09

Patching Up Combat and Building Better Testing Tools

Refining combat UI, building a Zig-based test harness, and creating specialized Claude agents for development and quality control.

Blog

2025-08-08

Opus 4.1, GUT Migration, and Combat UI Overhaul

Upgraded to Opus 4.1, migrated to GUT testing framework, and evaluated six combat UI layout designs.

Blog

2025-08-07

Upgrading to Godot 4.3 (Opus 4.1) and Combat UI Progress

Upgraded to Godot 4.3, performed a full codebase audit, and continued combat UI fleet layout improvements.

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2025-08-06

Combat Returns (Sort Of)

Chasing elusive bugs to bring combat back online, fixing fleet behavior, engagement triggers, and optimizing loading screens.

Blog

2025-08-05

Refactoring with AI: Lessons in Trust, Testing, and Prompts

AI-assisted refactoring with Claude requires clear boundaries. Restored build buttons, loading screen, and ship construction timing.

Blog

2025-08-04

Closing the Parity Gap in Godot

Fog of war restored, star field in place, animated notifications implemented, and CLAUDE.md earns a 9.5/10 audit score.

Blog

2025-08-03

Godot Port Complete (Mostly!)

The Godot port reaches functional completion with fleet travel, 96 technologies, fog-of-war, and interactive panels all working.

Blog

2025-08-02

Stellar Throne: Porting Progress & Platform Trade-Offs

Huge porting strides across combat, strategic layer, and UI systems. Comparing the Godot and Zig development workflows.

Blog

2025-08-01

Stellar Throne Enters Alpha: Polish, Audio, and the Godot Port Begins

Stellar Throne officially reaches Alpha. The transition to Godot begins with foundational migration, galaxy rendering, and core mechanics ported.

Blog

2025-07-30

Stellar Throne Devlog — Phase 6 Complete, Diplomacy & Polish Begin

Phase 6 Galaxy Generation finalized. AI systems, diplomacy, and Phase 7 Polish begun. Fleet-splitting UI bug fixed.

Blog

2025-07-29

Refactoring, Regression Fixes, and the Case Against Unit Tests?

Unit test failures down to one, UI buttons restored, combat bugs squashed, and questioning the ROI on unit tests.

Blog

2025-07-28

CLAUDE.md Audit Continues, Test Suite Nears Green

Most unit tests passing with only 9 remaining. CLAUDE.md audit yields real architectural benefits through event-based system migration.

Blog

2025-07-27

Test Breakdown and Recovery Mode

Expanded test runner with pass/fail/skip summary, but memory leaks and broken tests surfaced. Codebase review against CLAUDE.md rules underway.

Blog

2025-07-26

Smarter UI, Safer Fleets, and Combat Sanity

Persistent notifications, top nav buttons, combat visualization fixes, and protecting ships in transit from combat engagement.

Blog

2025-07-23

Ludum Dare 41: First Time with Godot

I'll be participating in Ludum Dare 41! Pretty excited to use Godot for the first time!

Blog

2018-04-20