Less Code, More Progress

Today was a reminder that sometimes progress looks like deleting code without setting the building on fire: unused texture and blending functions were cut, display scaling was simplified, and the SDL2 renderer path got less tangled up with leftovers from the Allegro/OpenGL era. This was also good coding-agent territory, because Codex and Claude via GitHub Copilot are quite happy to take first passes at pruning and simplification, provided you keep a close eye on them and make sure they have not removed some bizarre old ritual that was secretly keeping the whole game stable.

March 2, 2026 · 1 min · Craig Chandler

The Day Of Small Weird Victories

This was a day of small, oddly specific wins that make a game feel real again: better debug handling, path utilities, blend mode fixes, sprite drawing updates, F1 to F12 key mappings, waypoint table work, and even a nudge to the main menu logo script, which had apparently chosen drama. It was also exactly the kind of fiddly glue work that coding agents are great at, so Codex and Claude via GitHub Copilot handled most of the busy work while I did the supervision, because an AI will absolutely fix one thing and quietly invent two new problems nearby if you let it roam unsupervised.

March 1, 2026 · 1 min · Craig Chandler

The Great Untangling

This was a refactoring day rather than a flashy one: the new SDL2 platform, input, and renderer code got reorganised into something more readable and sustainable, which matters because messy migration code turns every future fix into archaeology. By now Codex and Claude via GitHub Copilot were doing most of the heavy lifting, and the real lesson for me was learning to manage coding agents well, because asking them to help is easy and stopping them from enthusiastically “improving” a load-bearing wall is the actual skill.

February 27, 2026 · 1 min · Craig Chandler

Building The New Skeleton

Day two was when the project stopped being just a Linux rescue and became an SDL2 migration, with new platform layers for input, windows, timing, and rendering, plus enough renderer scaffolding to draw lines, quads, textures, sprites, and rectangles while the old Allegro/OpenGL world began its slow march toward retirement. It was also when I really started using coding agents seriously, with Codex and Claude via GitHub Copilot doing most of the keystroke-heavy work while I learned the more important skill of managing them properly: breaking tasks down, reviewing changes, steering them away from confident nonsense, and using them to chew through boring but necessary scaffolding much faster than I could by hand.

February 26, 2026 · 1 min · Craig Chandler