Engineering
Rosebud AI
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Engineering
How we build AI-powered game development tools — from real-time code generation to browser-native game engines
Latest Posts
Oct 10, 2026
Making Rosebud games playable inside X posts
Any published Rosebud game now plays inside an X post. Player Cards, a dedicated embed route, framing headers, and fitting games built for laptops into a square.
Jul 28, 2026
The Prompt Atlas: a map of everything people ask an AI game maker to build
Thousands of real, unedited game prompts, mapped into one galaxy. A 2017 paper fixed the embeddings, a 2003 paper fixed the camera, and there is an island of office chair racing.
Apr 15, 2026
What Breaks When You Put a 25-Year-Old RTS in a Browser Tab
Porting OpenRA — a 25-year-old C#/.NET RTS engine — to run in the browser, and what the remaining fog-of-war rendering bug tells us about the gap between desktop and browser rendering.
Apr 13, 2026
GZDoom in the Browser
We ported GZDoom — a modern OpenGL-based Doom engine with its own scripting VM, audio pipeline, and rendering architecture — to the browser using AI agents.
Mar 20, 2026
The Diff Is Tiny. The Work Isn't.
Porting Unciv to the browser with TeaVM — 10 files changed, each one an hour to find.
Mar 20, 2026
Building an AI Asset Pipeline That Actually Works at Scale
55 unit sprites, 365 icons, and a full terrain tileset — all AI-generated, all consistent. Here's what we had to fix.
Mar 19, 2026
Porting Wesnoth with Amnesiac Agents
How we used context-limited AI agents to port Battle for Wesnoth to run natively in the browser.