Senior SaaS engineer → re-skilling into Rust + Scientific ML.
Shipping in public: notes, code, posts.
Developing Rookframe: 3D VTT for any kind of TTRPG
Speedrunning my expiring codex resets - 4 worktrees, each compiles rust and stress tests the app as part of e2e. Makes laptop fans go crazy. And falling asleep with those sounds really brings up „Serial Experiments Lain“ vibe
This week’s progress on Rookframe:
- Found a memory leak between Bevy and Bun; brought RAM consumption down from ~1 GB to ~500 MB under stress
- Dice rolling is much nicer now
- First iteration of the UI — a static dummy for now, but next comes wiring it up with the plugin system
I’m quickly refactoring the pile of code that was created in the first few days, when I was trying the “dark factory” approach with the new GPT models. That’s basically where the leak came from.
Today’s achievement: dropped the reinvented performance-measurement system and 24K lines of code. Great success =)
Next up: while the UI work progresses, I want to start working on scene management and assets — the grey grid looks boring. The biggest issue is that I need to think through content distribution, or, more plainly, how players can get updated 3D assets without having to wait an hour before a game. I hope I can find some articles…
@solopribuilds No hate, lol =) It is good, maybe even amazing in some contexts. I managed to use it only in brown-field projects, where the sole type of tasks that I had was - "find a bug", "design feature implementation". Boring stuff. So, hard to evaluate.
@shergilldotdev Happened to me couple of times - killed projects. Not with big decision, but started to work less and less on them. Thats the wrong answer though - too many things happen on the market, you never know what is going to die and what is going to fly.
@solopribuilds TTRPGs: Dungeons and Dragons and others like it. My friends and me can only play online, and I really don’t like all current solutions for online play