post: GPU-skinned herds — agent_skinned renderer + engine private, builds public

This commit is contained in:
2026-06-14 01:19:46 +01:00
parent f762ad52a3
commit b8c3fc473b
17 changed files with 1259 additions and 185 deletions
+14
View File
@@ -167,6 +167,20 @@
<span class="blog-card__read">Read &rarr;</span>
</a>
<a href="gpu-skinned-herds" class="blog-card">
<span class="blog-card__date">14 June 2026</span>
<h2 class="blog-card__title">GPU-Skinned Herds: One Draw Call for 1,000 Animated Characters in Godot</h2>
<p class="blog-card__excerpt">Godot can't batch-render 1,000 animated characters. We built a GPU skinned-instance herd renderer into the engine itself — already driving crocodile herds in Ariki. Pre-built editor binaries for macOS and Windows.</p>
<span class="blog-card__read">Read &rarr;</span>
</a>
<a href="flows-are-sessions" class="blog-card">
<span class="blog-card__date">11 June 2026</span>
<h2 class="blog-card__title">Flows Are Sessions, Not Pipelines: Why We Moved Our Agent Orchestrator from YAML to JavaScript</h2>
<p class="blog-card__excerpt">We killed the static YAML DAG and rewrote our agent orchestration in 200 lines of JavaScript. Now a flow IS a session — you chat it, steer it, and it pauses for you at a human gate.</p>
<span class="blog-card__read">Read &rarr;</span>
</a>
<a href="voice-missing-input-game-dev" class="blog-card">
<span class="blog-card__date">10 June 2026</span>
<h2 class="blog-card__title">Why Voice Is the Missing Input for Game Development</h2>
Before
After