[SYS.BLOG]
Blog.
Thoughts on AI agents, software architecture, and building products.

February 21, 2026
Claude Code vs Codex vs Cursor: What Tool You Should Be Using Right Now
After trying almost every AI coding tool out there, I settled on two daily drivers: Claude Code for fast iteration and front-end work, Codex for comprehensive back-end changes. Here's when to use each and why.

February 18, 2026
I Built an MCP Server to Fix Gemini Image Generation's Square-Only Limitation
Google's AntiGravity IDE can generate images via Gemini Nano Banana, but only square ones. I asked Claude Code to build an MCP server calling the Gemini image API directly, and it did it in one shot. Now I can generate landscape images from any IDE.

February 18, 2026
I Built an Open Source MCP Server to Unlock YouTube for AI Agents
An open-source MCP server that lets Claude and other AI agents analyze YouTube videos using Google's Gemini API: summaries, Q&A, transcripts, and frame extraction, no downloading required.

October 21, 2025
Claude Sonnet 4.5 Built a Cyberpunk Shooter in 2 Prompts
Testing Claude Sonnet 4.5 against GPT-5 Codex High by having both build a game from scratch. Sonnet 4.5 won on visuals and worked first try. The result is Neon Streets: 2084, playable in the browser.

October 20, 2025
Cursor for Non-Technical Founders: A Vibe Coding Workshop
A hands-on workshop covering the full Cursor workflow: AI-driven development, local testing, Git, and deploying to Vercel, for founders and non-engineers who want real control over their projects.

August 21, 2025
Aphasia Coach: A Personal Project for Speech Recovery
A family member's aphasia recovery led me to build an open-source, AI-powered speech therapy app. Personalized exercises, spaced repetition, and voice-first practice, free to use.

July 21, 2025
Architecture in the Age of AI Agents
How to structure your codebase so AI coding agents don't create tech debt disasters. Includes a complete architecture template for agent-driven development.

June 6, 2025
How I Structure Projects and Repos for AI Agent Collaboration
Best practices for setting up projects so autonomous AI agents can work on them effectively and safely. Covers PRDs, repo guidelines, testing, and CI/CD.

May 6, 2025
Why I Built NeuroNav: Rethinking Productivity for ADHD
The story behind NeuroNav, an ADHD-friendly digital assistant with AI-guided focus mode, voice capture, task chunking, and an emotionally aware AI companion named Sam.

April 21, 2025
Launching SysDesignLab: Learn System Design by Building It
An interactive platform for mastering system design hands-on: drag-and-drop sandbox, guided tutorials, and a scenario simulator to stress-test your architectures. Free to start, $20 Advanced Pack.

April 8, 2025
I Built Testimonial Genius in 3 Days: Here's the Thought Process
How I built and launched an AI-powered testimonial analysis tool in 3 days using Next.js, FastAPI, and Gemini. A micro-SaaS experiment in rapid AI-native development.

March 24, 2025
Building Vibe Coder: A Journey into Private, Agentic AI Coding
The story behind Vibe Coder, a privacy-first CLI coding assistant powered by local LLMs via Ollama. Why local matters, how agentic AI changes coding, and the technical details.

March 21, 2025
Thoughts on Vibe Coding and Cursor
Best practices for vibe coding with Cursor, including the dual-model workflow, advanced prompting techniques, context management, and common pitfalls to avoid.

March 21, 2025
From Vision to Reality: Building AIdeaHub.ai
The story behind AIdeaHub, a platform that helps solo entrepreneurs turn AI-driven ideas into launch-ready businesses with brainstorming, market research, and Business Model Canvas generation.
March 7, 2025
DreamPixel Forge: Local AI Image Generator
Announcing DreamPixelForge, a cross-platform GUI for running Stable Diffusion models locally. Multi-model support, LLM prompt enhancement via Ollama, GPU acceleration, and app icon generation.

January 10, 2019
Procedural Dungeons Unity Toolkit Released
An open-source Unity asset that procedurally generates dungeons and mazes at runtime from tiles or room prefabs, with procedural object population. MIT licensed.

December 20, 2018
Cubenaut Alpha Released
Cubenaut is a procedurally generated space exploration game made by Studio Frog. Explore a new universe every run, upgrade your satellite, and launch again when you run out of resources.

April 16, 2018
Zombie Town Mobile Port Released
Zombie Town is now on the Google Play Store for Android: wave-based zombie survival with headshot bonuses and endless waves.

February 27, 2018
VR Education Toolkit: HackIllinois 2018 Entry and Prize Winner
My HackIllinois 2018 team project: a VR Education Toolkit that lets educators build VR lessons without coding. Won the Fulcrum GT commercial viability prize.

February 16, 2018
WebVR Unity Exporter Test
Testing the Mozilla WebVR Unity exporter with three scenes (Campfire, Island, and an interactive default scene) targeting GearVR.

February 13, 2018
Introducing Space Jumper, a Platformer
Space Jumper is a precision Lunar Lander-inspired platformer for PC and Android, with open-source code on GitHub.

January 15, 2018
ZombieTown VR Port WIP
Early WIP of ZombieTown running on an HTC Vive, with advanced weapon interaction, holstering, and explosive zombie kills.

January 15, 2018
Zombie Town 2 VR Preview
Early preview of Zombie Town 2 VR with work-in-progress enemy AI and damage systems.

January 3, 2018
ARCore Virtual Forest
A quick ARCore test where users tap to place randomized trees, rocks, and bushes onto detected planes to build their own virtual forest.

December 29, 2017
Introducing Zombie Town, a Low Poly FPS
Zombie Town is a free low-poly endless zombie shooter featuring water effects on PC and performance optimizations on WebGL, playable in the browser.

February 2, 2017
ESP8266-Powered LED Matrix Clock
Building an NTP-synced LED matrix clock using an ESP8266, a 3V–5V logic level shifter, and a MAX7219 LED matrix module.

January 5, 2017
Nerf Gun Tracked in Virtual Reality
Modding a Nerf Barricade into an HTC Vive tracked controller. A digital trigger wired to an Arduino gives real tactile feedback in VR.

December 8, 2016
HTC Vive Shooting Range Test 2 (Unity 5)
Updated HTC Vive shooting range demo featuring working reload mechanics and destructible targets.

December 7, 2016
Mobile Augmented Reality Using Vuforia
Building mobile AR apps with the Vuforia SDK to visualize multi-variable Calculus 3D shapes overlaid on real space.

November 27, 2016
3D Modeling and Texturing
A showcase of 3D weapon models created in ProBuilder Pro and textured in Substance Painter 2, including embedded Sketchfab models.

October 16, 2016
Zombie Island: An Android FPS
Zombie Island is a free low-poly wave-based zombie FPS set on an abandoned island, available on Android.

August 15, 2016
HTC Vive Shooting Range Test (Unity 5)
Testing a simple virtual reality shooting range in Unity 5 on an HTC Vive.

August 15, 2016
Spedix S250 Pro Racing Quadcopter Test Flight
First test flight of the Spedix S250 Pro racing quadcopter with FPV goggles. This thing really maneuvers quickly.

June 15, 2016
DJI F450 Quadcopter Flyaway (NAZA)
The story of building a DJI F450 quadcopter for an independent study project, which unexpectedly flew away on its third flight due to a control lockup. The drone was never found.

May 15, 2016
3D Printed Hubsan X4 Shell
Designed and 3D printed a protective crash shell for the Hubsan X4 mini-drone to make it safer to fly around people.

April 3, 2016
Shatterer FPS GameDev Update: Shooting Range Gameplay Demo
A Shatterer shooting range demo showcasing early gameplay, with scoring and additional target mechanics on the way.

March 28, 2016
Introducing Island VR (A Google Cardboard Experience)
Island VR is a Google Cardboard walking experience where you explore a scenic island using the trigger or a screen tap to move.

March 22, 2016
Shatterer FPS GameDev Update: SCAR-H and Gun Optics
Shatterer devlog: added the SCAR-H rifle, holographic sights, a sniper scope using render textures, and a working tactical flashlight.

March 15, 2016
App Released: Campfire VR
Campfire VR is now on Google Cardboard, a relaxing experience that places you beside a glowing campfire in a night forest.

March 10, 2016
3/9/2016 Shatterer Dev Update
More explosion testing with actual particle effects in Shatterer, preparing the groundwork for AI and enemy systems.

March 9, 2016
Shatterer FPS GameDev Update: New Weapons, Exploding Platforms
Shatterer devlog: added a railgun, ACR, and exploding platforms that apply physics force to surrounding objects.

March 8, 2016
WIP FPS: Shatterer
Early look at Shatterer, a sci-fi FPS featuring level design with baked navmeshes, zoomed scopes via render textures, multiple weapons, and early character animations.

February 26, 2016
Destruction Physics in Unity 5
Testing mesh destruction physics in Unity 5 using the Exploder plugin for a turret-based sci-fi shooter, with a playable WebGL demo.

January 25, 2016
My First App: VR Visualization of Solids of Revolution
My first published Android app, a Google Cardboard VR experience for visualizing Calculus Solids of Revolution, built with Unity and the Cardboard SDK.