Challenges & Learnings
Middle Earth: Survival, endings, and turning the narrator into an Interactive Story Engine
Hunger, thirst and a shadow meter, journeys that end badly, and the design for a Python narration API with memory across chapters, which is also my Master's final project.
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Middle Earth: Prompting and narrating like Tolkien from raw GIS data
Turning cold geospatial facts into a daily chapter in Tolkien's voice, by splitting the work between rule-based hints, a strictly staged prompt, and an LLM on a short leash.
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Middle Earth: Giving life to the map (entities and encounters)
Building a 507-creature bestiary and a pure, seedable encounter engine that decides who you meet on the road, grounded in region, time of day, and terrain.
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Middle Earth: Getting directions (without passing through Mordor)
A hand-written Dijkstra in plain JavaScript that routes across 4,119 road segments, weighting every step by biome, altitude, road type, and mode of transport.
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Middle Earth: How to create a Climate System from nothing
Instead of inventing weather, I took a whole year of it from 1950 and matched every region of Middle-earth to a real European climate twin.
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Middle Earth: Creating the DEM System (peaks everywhere!)
How I turned a flat fantasy drawing into terrain with real height, using elevation points, altitude layers and a PostGIS raster.
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Hasen: Why REST Wasn't Enough and WebSockets Changed Everything
Why REST wasn't enough for real-time multiplayer and how WebSockets changed everything
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Hasen: Why I Built a Domain Layer Before Writing a Single Component
Building an agnostic domain layer for a real-time multiplayer card game
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