B-OS // Devlog
Notes from the lab.
Real engineering stories from the projects inside B-OS — what was built, what broke, and what it taught me. Most of the current entries follow DOUBLE IT, my liquid number-merging game for web and Android.
The Black Hole: choreographing the game's most dramatic moment
How a whole board of numbers collapses into a single supreme value — staggered spiral waves, a heartbeat that tightens, and the math that decides which number survives.
Read entry → Double It · July 2026Designing ECLIPSE: when three powers become one
The design of DOUBLE IT's endgame mode — a power gauge you earn, a store-or-use dilemma, and seventeen hidden Ultimate recipes waiting to be discovered.
Read entry → Double It · July 2026One game, every Android: a five-tier device classification system
Shipping a shader-heavy WebGL2 game to a $80 phone and a flagship with the same code — device profiles, GPU family classification, and a startup benchmark that settles arguments.
Read entry → Double It · July 2026Game feel is fairness: wall-clock timers and invisible details
Why a combo timer must not run slower on a slow phone, what reduced-motion support really means for a particle game, and other details nobody notices until they are wrong.
Read entry → Double It · June 2026Liquid numbers: building the WebGL2 metaball renderer
The whole game is one full-screen shader. How signed distance fields turn scores into soft liquid bodies that stretch, merge and split — and why the digits are not part of the liquid.
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