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The cults of TDD and GenAI
I’ve gotten a lot of flack throughout my career over my disdain towards test-driven development (TDD). I have met a lot of people who swear by it! And, I have also met a lot of people who insisted that I adopt it, too, often with the implied threat of appealing to my boss if appealing to me didn’t work.
The basic premise of TDD, for those unaware, is that one first writes a unit test that verifies the expected behavior for some code they want to write, observes the new test fail, and then one writes the implementation, iterating on it until the test passes. The advantage...
Greedy Rectangle Merging: Turning Binary Grids into Simple Geometry – JavaScript example
Greedy rectangle merging is a practical way to simplify dense binary grids into a small set of axis-aligned rectangles. By making local decisions and never backtracking, the same area can be represented with far fewer geometric primitives, revealing how different expansion orders lead to different results. JavaScript source code available.
HTML5 prototype of a planet gravity platform using Phaser 4 and Arcade physics, written in TypeScript
A gravity-rotating movement system built with Phaser 4 and TypeScript, where a character walks around floating terrain by dynamically reassigning gravity instead of falling off edges. Movement and jumping are defined in surface space rather than world space, allowing seamless transitions around corners while keeping Arcade Physics fully in control.
Understanding QuadTrees: organizing space to reduce unnecessary work
QuadTrees organize space instead of objects, allowing spatial queries to skip large, irrelevant areas with a single check. This makes proximity searches and collision detection far more efficient in games and interactive applications. In this article, we explore how QuadTrees work and visualize them with a practical DOM-based example.
Processing Astronomical Images with Python and OpenCV

Let’s Look Deep Into Space
Continue reading on Python in Plain English »
Redesigning my microkernel from the ground up
As you may recall, circa 2022-2023 I was working on a microkernel written in Hare named Helios. Helios was largely inspired by and modelled after the design of seL4 and was my first major foray into modern OS development that was serious enough to get to a somewhat useful state of functionality, with drives for some real hardware, filesystems, and an environment for running user programs of a reasonable level of sophistication.
Helios development went strong for a while but eventually it slowed and eventually halted in a state of design hell. Since Helios was my first major OS project at this scale and with this much ambition, the...