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 dilemma between storing and using, and seventeen hidden Ultimate recipes waiting to be discovered.
Read entry → Double It · July 2026One game, every Android: a device classification system with five tiers
Shipping a WebGL2 game heavy on shaders 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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