BB-OSPersonal system

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.

Double It · July 2026

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.

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Double It · July 2026

Designing 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.

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Double It · July 2026

One 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.

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Double It · July 2026

Game 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.

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Double It · June 2026

Liquid 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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