Devlogs & Notes
Engineering Logs
In-depth technical writeups, netcode deep-dives, and release notes directly from our development forge.
Cairn v0.7.0: Detecting a Landmark Instead of Adding One
Why a cairn is recognised rather than provided, how a footprint tells a waymark from a wall, and the message queue that quietly swallowed the raven's line.
Read more →Undertow v0.5.1: A Divergence-Free Ocean, and Three Force Models That Died
Why the current is the perpendicular gradient of a stream function, why it costs zero network traffic, and how three attempts at pushing a boat were each killed by a measurement rather than a review.
Read more →FireFront 0.19: A Quarter-Million Distance Checks, and Two Bug Reports That Were One Bug
How a tester's log exposed an O(n×m) spread loop, why 'the fire went out' and 'trees aren't falling' were the same defect, and the BepInEx behaviour that makes a changed default never arrive.
Read more →Ragnarok's Wrath v0.24.0: A World That Remembers, and the Storm That Sets It Alight
Why zone drift is keyed to a coordinate instead of an object, how a world clock keeps honest time on an empty server, and the single write that crosses into FireFront.
Read more →The Raven's Call v1.1.0: Server-Authoritative Tracking & The Routed RPC Fix
How we diagnosed Valheim's client-side zone simulation model and built the routed RPC bridge for dedicated servers.
Read more →Where The Crow Flies: Building a Zero-Overhead Client Scout for Valheim
How we crafted an invisible client mod with batched damage accumulation and computed death causes.
Read more →Behind the Forge: Dedicated-Server Netcode in Iron Cohort 22
A deep dive into batched snapshots, boid formation synchronization, and CSG collision in our experimental Godot & C# warfare project.
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