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// notes from building EchoWarrior and the tools around it. A dark-first devlog about games, systems, and work that can be opened up, inspected, and changed.

> Devlog #19 — Twenty-Three Times, With Receipts

The benchmark from Devlog #17 names four culprits — a missing TOML file, a per-frame String clone, health bars for nobody, and companions rescanning the whole arena — and the same ladder comes back 23x faster: 10,000 live enemies at 109 fps.

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> Devlog #17 — The Instrument

EchoWarrior grows a benchmark mode: a staged horde ladder, measurement that refuses to lie, reports humans can read — and a first run that catches a bug in itself, then humbles the whole optimization campaign.

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> Devlog #18 — One Dist, One Box, Three Ships

EchoWarrior's release pipeline now ships the game, Leitmotif, and soundgarden as one cooperating suite, with optimized binaries that remain fully traceable through out-of-line debug symbols.

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> Devlog #16 — Use More Memory, Calculate Less

A one-day performance campaign: the supersample that secretly did nothing, baking a storm into a texture, one atlas to batch them all, and why every answer to 'make it faster' was 'make it remember'.

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> Devlog #15 — Making the Magic Glow, Then Making the World Ink

Two visual features that turned out to be one story — why the shaders looked flat, how a render pipeline (not the GLSL) was to blame, and how a scene gets an anime cel look without a single surface normal to light. Plus the messy, human part: two of us editing the same file at once, and how we didn't lose a line.

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> # Devlog #14 — The Test That Was Wrong for the Right Reason

Closing the one gap between what the validator promised and what the engine did — and a failing test that turned out to be a compliment. <br />

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> # Devlog #13 — Leitmotif, or the Tool Learns to Direct

Building the whole authoring app on top of the contract — timeline, inspector, live stage, pickers, export — and the quiet satisfaction of a loop that finally closes on itself.

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> Devlog #12 — Building the Tool That Builds the Scenes

Turning the choreography engine into a *\*contract\**, then standing up a separate app on top of it — the unglamorous plumbing that decides whether non-programmers ever get to direct this game.

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> # Devlog #11 — Lantern Light in the Fog

Rendering — how a lantern beam manages to look expensive while mostly being bullied by noise

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> Devlog #10 - Shaders and the Fine Art of Making the GPU Little Less Annoyed

**\*\*Focus:\*\*** Optimising shader work without sanding off the magic, and admitting that "just make it look better" is how you accidentally write a small weather system inside a fragment shader.

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> Devlog #8 – Making the Defaults Respect the Player (and Other Quiet Fixes)

Persisting pause-menu settings properly, tightening combat feedback budgets, and improving companion/audio/readability behavior without turning the runtime into spaghetti.

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> Devlog #7 – The Garden Goes Black, and Other Things That Were My Fault

Hunting a slow graphical corruption bug to its actual root, fixing two things permanently instead of locally, and laying the foundation for VFX that don't look like clip art.

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> Devlog #6 — One Pixel Wide, At Any Size

A shader fidelity pass, and the one theorem that made it cheap

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> Devlog #5 — WTF, Why Rust?

Why EchoWarrior is written in Rust instead of C/C++, and what that actually felt like so far.

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> Devlog #3 — Moddable From the Get-Go

What EchoWarrior taught me about treating moddability as a structural constraint from the first commit.

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> Devlog #4 — The Eight Decisions That Matter

The eight architecture decisions behind EchoWarrior’s modding-first design, with the real code that makes them work.

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> Devlog #2 — Companions, Shaders, and the Modding Turn

Companion AI, shader-driven NPC abilities, combat feel, and the point where EchoWarrior became a modding-first project.

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> EchoWarrior Devlog #1 — The Road to v0.10.4

How EchoWarrior went from first assets to a playable, moddable Rust prototype in two and a half weeks.

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// more as the build continues