AI Test Harness: How Claude Code runs my QA

I shipped an AI test harness the other day that lets Claude run my Unity game from the Editor and execute QA workflows end-to-end. The push for this came from save migration pain. By the third migration in a week I had walked New Game, Save, Quit, Load, Inspect by hand forty times and was visibly losing hair to it.

The same harness drove the save round-trip regression that just signed off 0.2.21.<br> More

Ephemeral Working Memory

The Problem with Context Based Memory

Most LLM-powered systems hit a token limit and do the dumbest possible thing: they chop from the front. Take the first N characters, summarize it, discard the rest. Sometimes the logic is slightly smarter: random sample, drop from the middle, oldest-first. But the result is the same. You might silently lose the fact that the player killed the town’s mayor three sessions ago, while keeping five lines of small talk about the weather.<br> More

How I Built an AI-Powered JIT Compiler and Accidentally Broke Dijkstra

I’ve been working on AI-powered JIT compilation recently, which in turn led me to test several “autonomous” AI coding agents for research. The pattern across the board is strikingly consistent: impressive demos masking a disappointing reality.

One agent took 9 hours to fix a simple configuration bug, blindly claiming “Fixed!” multiple times without ever actually validating its work. Another wasted 11 commits rewriting documentation when I had explicitly asked for a bug fix.<br> More

Why I Built claude-interrogate in an Afternoon (Starting From “What is MCP?”)

Wednesday morning: I had game rules scattered across eight design documents, each making conflicting assumptions about how fights resolve in LAIRD 2. No single source of truth. No clear way to sync them. So I designed a tool I called “claude-interrogate“.

On Wednesday afternoon: I had built a full production MCP server that reads design docs, interviews me Socratically, and generates formatted specs in my voice.<br> More