[{"data":1,"prerenderedAt":72},["ShallowReactive",2],{"blog-index":3},[4,15,25,36,47,58,65],{"path":5,"title":6,"description":7,"date":8,"tags":9,"cover":14},"\u002Fblog\u002Fgamemaker-culling-stable-fps","GameMaker Culling and Optimization for Stable FPS","How we cull off-screen instances, lights and effects in GameMaker to keep Mokgard's battles at a stable frame rate, plus the culling bugs that fooled us.","2026-11-26",[10,11,12,13],"gamemaker","optimization","culling","rendering","\u002Fimg\u002Fmokgard-war-of-the-oath\u002Fbattle_03.webp",{"path":16,"title":17,"description":18,"date":19,"tags":20,"cover":24},"\u002Fblog\u002Fgamemaker-audio-system-vinyl","A GameMaker Audio System for a Tactics Game","How we built Mokgard's GameMaker audio system on Vinyl: 139 sound events, voice priority, virtual emitters for 29 lamps, bar-synced music and the pitfalls.","2026-11-19",[10,21,22,23],"game-audio","vinyl","positional-audio","\u002Fimg\u002Fmokgard-war-of-the-oath\u002Fbattle_05.webp",{"path":26,"title":27,"description":28,"date":29,"tags":30,"cover":35},"\u002Fblog\u002Fgame-ui-redesign-web-rpg","Game UI Redesign: From SaaS Dashboard to Title Screen","A game UI redesign from the engineering side: how LoreKeeper went from tabs and modals to a title screen, a book-like play view and audio, behind flags.","2026-11-16",[31,32,33,34],"multiplayer","game-ui","redesign","web-game","\u002Fimg\u002Flore-keeper\u002Fv5\u002Fumbral.webp",{"path":37,"title":38,"description":39,"date":40,"tags":41,"cover":46},"\u002Fblog\u002Fllm-regression-testing-game-ai","LLM Regression Testing: When Reasoning Ate Our Tokens","LLM regression testing for a game AI: how a model swap turned spells into attacks, the replay bench on real D&D turns that confirmed it, and the one-line fix.","2026-11-12",[42,43,44,45],"ai-systems","llm-evals","regression-testing","game-ai","\u002Fimg\u002Fblog\u002Fllm-regression-testing-game-ai\u002Fcombat-round-grid.webp",{"path":48,"title":49,"description":50,"date":51,"tags":52,"cover":57},"\u002Fblog\u002Fmokgard-update-0-1-0-beta","Mokgard Update 0.1.0 Beta: New UI and Campaign Mode","Mokgard 0.1.0 Beta devlog: a rebuilt interface, a reworked Assault mode with four new maps, and the first playable steps of the campaign with war map and camp.","2026-10-31",[53,54,55,56],"devlog","tactics-design","mokgard","patch-notes","\u002Fimg\u002Fblog\u002Fmokgard-update-0-1-0-beta\u002Fcampaign-war-map.webp",{"path":59,"title":60,"description":61,"date":62,"tags":63,"cover":64},"\u002Fblog\u002Fmokgard-update-0-0-3-alpha","Mokgard Update 0.0.3 Alpha: Free Movement and Assault","Mokgard 0.0.3 Alpha devlog: units now move and attack in any direction, a new Assault battle mode with three maps, and dynamic terrain effects in battle.","2026-08-30",[53,54,55,56],"\u002Fimg\u002Fblog\u002Fmokgard-update-0-0-3-alpha\u002Fmovement-after.webp",{"path":66,"title":67,"description":68,"date":69,"tags":70,"cover":71},"\u002Fblog\u002Fmokgard-update-0-0-2-alpha","Mokgard Update 0.0.2 Alpha: Transport Mode and Items","Mokgard 0.0.2 Alpha devlog: a new Transport battle mode with three maps, unit equipment with up to 3 items per unit, and the first random battle events.","2026-08-03",[53,54,55,56],"\u002Fimg\u002Fblog\u002Fmokgard-update-0-0-2-alpha\u002Ftransport-mode-battle.webp",1794149269632]