Dev_Logs

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Jul 20th, 2026

Sonar Chronicles, Part 2: Ditching TinyGo, Bucket Testing, and Ghosts in the Wires 🪣👻

Remember my perfect plan to build a DIY fish finder using TinyGo? Well, here’s the first rule of hardware development: your beautiful software fantasies will inevitably crash into the harsh reality of bare silicon. Week two turned out to be a wild ride, forcing a complete language stack pivot and leading to my very first tests inside a basic household bucket. Here’s how it went down.

#tiny_go#go#embedded#low_level#diy#react#esp32#c#cpp
Jun 17th, 2026

Sonar Chronicles, Part 1: First Blood, Blinking LEDs, and Hardware Timer Pain 🛠️🔥

The packages have finally arrived, the breadboard is unpacked, and the soldering iron is hot. Naturally, step number one was to test the ESP32 board itself and see how it plays with TinyGo.

#go#tiny_go#esp32#embedded#low_level#c#diy#dev_logs
Jun 8th, 2026

When Curiosity Trumps Common Sense: Why I’m Building My Own Fish Finder 🐟🛠️

You know that feeling when your hands practically itch to build something physical? Something you can actually hold and tinker with, rather than just pushing code to a cloud server? Yeah, I couldn’t resist either.

#go#diy#mindset#dev_logs
May 13th, 2026

How I use LLM in 2026: A Helper or a Trap?

In 2026, the line between using AI as a tool and falling into the "Trap of Consciousness" is thinner than ever. I share my personal journey of fighting cognitive laziness, my "Hard Rules" for working with Gemini, and the exact Custom Instructions I use to keep my brain sharp while building complex projects like Godot games.

#ai#gemini#productivity#mindset
Oct 15th, 2024

#3: Boss Fight, Revive Mechanics, and Completing the Game Prototype

Final dev log for Survival Sprint: Fury of the Boss. Discover the completion of the game prototype, including the boss fight, revive mechanics, and improvements to game architecture.

#dev_logs#godot
Sep 26th, 2024

#2: Getting Ready to Finish the Game Prototype

Final tweaks to the game’s splash screen, virtual joystick for mobile, and physics layers before wrapping up the prototype.

#dev_logs#godot
Sep 16th, 2024

#1: GameManager & Player Mechanics

An introduction to GameManager for managing game states and player data, along with player mechanics like jumping and collision handling.

#dev_logs#godot
Sep 12th, 2024

#0: Organizing Sounds for My Game

An inside look at how I organize sound effects (SFX) for my game, including tips on file naming and folder structure.

#dev_logs#sfx