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  <title>Evergreen Gaming Dev Blog</title>
  <link href="https://evergreengaming.github.io/" rel="alternate" type="text/html"/>
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  <updated>2026-04-10T00:00:00Z</updated>
  <id>https://evergreengaming.github.io/</id>
  <subtitle>Game development powered by AI Collaboration. A structured public lab notebook documenting projects, tools, and experiments.</subtitle>
  <author>
    <name>Moritz Meyers</name>
    <uri>https://github.com/evergreenGaming</uri>
  </author>

  <entry>
    <title>The Encoding Ghost in the Machine: Mojibake and the Slow Death of Good Text</title>
    <link href="https://evergreengaming.github.io/posts/mojibake-encoding-nightmare.html" rel="alternate" type="text/html"/>
    <id>https://evergreengaming.github.io/posts/mojibake-encoding-nightmare.html</id>
    <published>2026-04-10T00:00:00Z</published>
    <updated>2026-04-10T00:00:00Z</updated>
    <summary>A draft about the encoding nightmare that can start with one broken symbol and then keep spreading into surrounding text, plans, labels, and code-adjacent content across projects.</summary>
    <category term="meta"/>
    <category term="workflow"/>
    <category term="tools"/>
    <category term="web"/>
  </entry>

  <entry>
    <title>The Founder Loop Is Real: Promptomat, Heatstack, and Visible Progress</title>
    <link href="https://evergreengaming.github.io/posts/founder-loop-progress-story.html" rel="alternate" type="text/html"/>
    <id>https://evergreengaming.github.io/posts/founder-loop-progress-story.html</id>
    <published>2026-04-09T00:00:00Z</published>
    <updated>2026-04-09T00:00:00Z</updated>
    <summary>A founder-story checkpoint tying together Promptomat dashboard progress, the VS Code companion loop, Heatstack's breakout visual direction, and FlyingGame momentum into one visible proof surface.</summary>
    <category term="meta"/>
    <category term="workflow"/>
    <category term="tools"/>
    <category term="ui"/>
    <category term="product"/>
    <category term="timeline"/>
    <category term="finance"/>
    <category term="gaming"/>
  </entry>

  <entry>
    <title>From Prototype Chaos to a Sharper Creative Pipeline</title>
    <link href="https://evergreengaming.github.io/posts/promptomat-sharper-creative-pipeline.html" rel="alternate" type="text/html"/>
    <id>https://evergreengaming.github.io/posts/promptomat-sharper-creative-pipeline.html</id>
    <published>2026-03-12T00:00:00Z</published>
    <updated>2026-03-12T00:00:00Z</updated>
    <summary>A Promptomat follow-up on transforming prototype chaos into a sharper creative pipeline: stronger gameplay contracts, clearer UI identity, and a traceable art workflow that scales with development speed.</summary>
    <category term="meta"/>
    <category term="workflow"/>
    <category term="tools"/>
    <category term="ui"/>
    <category term="product"/>
    <category term="art"/>
  </entry>

  <entry>
    <title>FlyingGame Stabilization Day: Our First True Dogfight Loop</title>
    <link href="https://evergreengaming.github.io/posts/flyinggame-stabilization-and-first-true-dogfight-loop.html" rel="alternate" type="text/html"/>
    <id>https://evergreengaming.github.io/posts/flyinggame-stabilization-and-first-true-dogfight-loop.html</id>
    <published>2026-03-08T00:00:00Z</published>
    <updated>2026-03-08T00:00:00Z</updated>
    <summary>A stabilization checkpoint after a broad systems push: multiplayer movement/shooting/targeting/damage are now coherent, shield and hull behavior read correctly, and the core dogfight loop is finally trustworthy for tuning.</summary>
    <category term="gaming"/>
    <category term="devlog"/>
    <category term="workflow"/>
    <category term="meta"/>
  </entry>

  <entry>
    <title>FlyingGame Friday Night Sprint: 12h Day-and-Night Acceleration</title>
    <link href="https://evergreengaming.github.io/posts/flyinggame-12h-sprint-report.html" rel="alternate" type="text/html"/>
    <id>https://evergreengaming.github.io/posts/flyinggame-12h-sprint-report.html</id>
    <published>2026-03-07T00:00:00Z</published>
    <updated>2026-03-07T00:00:00Z</updated>
    <summary>A Friday-night 12h sprint report: major movement/combat/HUD/VFX progress, stronger scripted validation flow, and near-zero hard blockers as iteration speed accelerated.</summary>
    <category term="gaming"/>
    <category term="devlog"/>
    <category term="workflow"/>
    <category term="meta"/>
  </entry>

  <entry>
    <title>FlyingGame Follow-Up: Multiplayer Combat Breakthrough (Missile Visuals Next)</title>
    <link href="https://evergreengaming.github.io/posts/flyinggame-multiplayer-combat-breakthrough.html" rel="alternate" type="text/html"/>
    <id>https://evergreengaming.github.io/posts/flyinggame-multiplayer-combat-breakthrough.html</id>
    <published>2026-03-07T00:00:00Z</published>
    <updated>2026-03-07T00:00:00Z</updated>
    <summary>A follow-up multiplayer devlog: clients now deal damage reliably, missile damage confirms across sessions, and remaining work focuses on cosmetic missile visibility replication.</summary>
    <category term="gaming"/>
    <category term="devlog"/>
    <category term="workflow"/>
    <category term="multiplayer"/>
  </entry>

  <entry>
    <title>Growing Up Fast: What Changed in Promptomat Over the Last 3 Days</title>
    <link href="https://evergreengaming.github.io/posts/promptomat-growth-engine.html" rel="alternate" type="text/html"/>
    <id>https://evergreengaming.github.io/posts/promptomat-growth-engine.html</id>
    <published>2026-03-05T00:00:00Z</published>
    <updated>2026-03-05T00:00:00Z</updated>
    <summary>A Promptomat progress update focused on modular refactors, a major UX rework, early orchestration groundwork, and the growing role of Codex sandbox workflows in keeping execution clean and fast.</summary>
    <category term="meta"/>
    <category term="workflow"/>
    <category term="tools"/>
    <category term="ui"/>
    <category term="product"/>
  </entry>

  <entry>
    <title>FlyingGame Deep Moment: Contract-Driven Execution with Codex</title>
    <link href="https://evergreengaming.github.io/posts/flyinggame-contract-driven-execution.html" rel="alternate" type="text/html"/>
    <id>https://evergreengaming.github.io/posts/flyinggame-contract-driven-execution.html</id>
    <published>2026-03-04T00:00:00Z</published>
    <updated>2026-03-04T00:00:00Z</updated>
    <summary>A deep workflow milestone in flyingGame: implementation plans, execution tracking, strict requirements, and a seven-step test plan with acceptance criteria that enabled high quality early.</summary>
    <category term="gaming"/>
    <category term="workflow"/>
    <category term="devlog"/>
    <category term="meta"/>
  </entry>

  <entry>
    <title>StockTool, Part II: From Prototype to Contract-Driven Evolution</title>
    <link href="https://evergreengaming.github.io/posts/stocktool-part2.html" rel="alternate" type="text/html"/>
    <id>https://evergreengaming.github.io/posts/stocktool-part2.html</id>
    <published>2026-03-01T00:00:00Z</published>
    <updated>2026-03-01T00:00:00Z</updated>
    <summary>A short follow-up on how StockTool evolved from prototype to contract-driven iteration: clearer views, stronger graph context, and tighter requirement-to-implementation sync.</summary>
    <category term="finance"/>
    <category term="ui"/>
    <category term="tools"/>
    <category term="workflow"/>
  </entry>

  <entry>
    <title>When AI Tools Start Feeding Each Other: Our New Dev Workflow Experiment</title>
    <link href="https://evergreengaming.github.io/posts/codex-session-workflow.html" rel="alternate" type="text/html"/>
    <id>https://evergreengaming.github.io/posts/codex-session-workflow.html</id>
    <published>2026-02-28T00:00:00Z</published>
    <updated>2026-02-28T00:00:00Z</updated>
    <summary>A workflow experiment combining Codex/CYOU sandbox execution, Copilot + VS Code local validation, and PR-first collaboration into one connected, recursive development loop.</summary>
    <category term="meta"/>
    <category term="workflow"/>
    <category term="tools"/>
    <category term="web"/>
  </entry>

  <entry>
    <title>AI to the Rescue: Letting AI Handle Repetitive Explanations</title>
    <link href="https://evergreengaming.github.io/posts/ai-to-the-rescue.html" rel="alternate" type="text/html"/>
    <id>https://evergreengaming.github.io/posts/ai-to-the-rescue.html</id>
    <published>2026-02-25T00:00:00Z</published>
    <updated>2026-02-25T00:00:00Z</updated>
    <summary>How AI can help when you're stuck repeating the same technical explanation in any team or project chat. A real-world experiment in using AI to summarize and clarify, saving time and sanity.</summary>
    <category term="meta"/>
    <category term="communication"/>
    <category term="workflow"/>
    <category term="frustration"/>
  </entry>

  <entry>
    <title>From Prototype to Portfolio: A Scroll-Timeline Journey (and a Happy Accident)</title>
    <link href="https://evergreengaming.github.io/posts/portfolio-journey.html" rel="alternate" type="text/html"/>
    <id>https://evergreengaming.github.io/posts/portfolio-journey.html</id>
    <published>2026-02-23T00:00:00Z</published>
    <updated>2026-02-23T00:00:00Z</updated>
    <summary>Building a framework-free portfolio page with filterable projects and a pinned horizontal timeline. Covers interaction design decisions, milestone-driven skill visualization, and lessons from testing the concept with real content early.</summary>
    <category term="meta"/>
    <category term="web"/>
    <category term="tools"/>
    <category term="product"/>
    <category term="timeline"/>
    <category term="tech-art"/>
    <category term="portfolio"/>
  </entry>

  <entry>
    <title>StockTool: A Minimal Portfolio Visualizer Built from First Principles</title>
    <link href="https://evergreengaming.github.io/posts/stocktool-experiment.html" rel="alternate" type="text/html"/>
    <id>https://evergreengaming.github.io/posts/stocktool-experiment.html</id>
    <published>2026-02-22T00:00:00Z</published>
    <updated>2026-02-22T00:00:00Z</updated>
    <summary>An exploration of portfolio management through a hierarchical tree interface instead of traditional tables. Focused on interaction design, direct manipulation, and representing investments the way people actually think about them.</summary>
    <category term="finance"/>
    <category term="ui"/>
    <category term="tools"/>
  </entry>

  <entry>
    <title>Asset Viewer (Part 2): How the Markdown-Driven Browser Works</title>
    <link href="https://evergreengaming.github.io/posts/assetviewer-part2.html" rel="alternate" type="text/html"/>
    <id>https://evergreengaming.github.io/posts/assetviewer-part2.html</id>
    <published>2026-02-22T00:00:00Z</published>
    <updated>2026-02-22T00:00:00Z</updated>
    <summary>A technical breakdown of the runtime system behind the zero-install viewer: Markdown parsing, folder mapping, image resolution, and lightweight search without preprocessing.</summary>
    <category term="gaming"/>
    <category term="graphics"/>
    <category term="workflow"/>
    <category term="tools"/>
  </entry>

  <entry>
    <title>Welcome: Building Tools, Experiments, and a Game Project</title>
    <link href="https://evergreengaming.github.io/posts/promptomat-creation.html" rel="alternate" type="text/html"/>
    <id>https://evergreengaming.github.io/posts/promptomat-creation.html</id>
    <published>2026-02-22T00:00:00Z</published>
    <updated>2026-02-22T00:00:00Z</updated>
    <summary>Introduction to the blog's purpose and the Promptomat tool - a lightweight system for generating structured prompts to support complex AI workflows. Sets the stage for documenting a long-term development journey.</summary>
    <category term="welcome"/>
    <category term="meta"/>
    <category term="workflow"/>
    <category term="tools"/>
    <category term="gaming"/>
  </entry>

  <entry>
    <title>Blogging with AI: The AI-Experiment Workflow</title>
    <link href="https://evergreengaming.github.io/posts/blogging-with-ai.html" rel="alternate" type="text/html"/>
    <id>https://evergreengaming.github.io/posts/blogging-with-ai.html</id>
    <published>2026-02-21T00:00:00Z</published>
    <updated>2026-02-21T00:00:00Z</updated>
    <summary>How this blog is produced through structured human-AI collaboration. A look at the workflow that turns project context into publishable documentation in minutes, reducing friction so progress can be captured continuously.</summary>
    <category term="meta"/>
    <category term="workflow"/>
  </entry>

  <entry>
    <title>Asset Viewer: Zero-Install Asset Management for Large Projects</title>
    <link href="https://evergreengaming.github.io/posts/assetviewer-part1.html" rel="alternate" type="text/html"/>
    <id>https://evergreengaming.github.io/posts/assetviewer-part1.html</id>
    <published>2026-02-21T00:00:00Z</published>
    <updated>2026-02-21T00:00:00Z</updated>
    <summary>Designing an asset browser that requires no installation, no database, and no restructuring of project files. Explores how lightweight tools can leverage existing documentation as a single source of truth.</summary>
    <category term="gaming"/>
    <category term="graphics"/>
    <category term="workflow"/>
    <category term="tools"/>
  </entry>

  <entry>
    <title>ModelEditor: From Lunch Break Experiment to Functional 3D Engine</title>
    <link href="https://evergreengaming.github.io/posts/modeleditor-webgl-experiment.html" rel="alternate" type="text/html"/>
    <id>https://evergreengaming.github.io/posts/modeleditor-webgl-experiment.html</id>
    <published>2026-02-13T00:00:00Z</published>
    <updated>2026-02-13T00:00:00Z</updated>
    <summary>A rapid WebGL experiment that evolved into a functional 3D editor in 48 hours. Built with no frameworks to keep complexity low and iteration fast, demonstrating how small prototypes can grow into capable systems when development friction is minimal.</summary>
    <category term="graphics"/>
    <category term="web"/>
    <category term="tools"/>
  </entry>

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