Archive
Posts from June 2025
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Building Leyborn’s World: ECS Tick System
What We Did We implemented an ECS tick system that drives simulation time in a consistent, deterministic loop. The system: - Accumulates deltaTime - Fires TickEvent entities at fixed intervals...
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Building Leyborn’s World: Terrain Textures and Biome Blending Prep
In this update, we’ve implemented the foundation for terrain textures across the region map. This sets us up for biome blending and richer visuals in future iterations. What’s New - Added core...
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Building Leyborn’s World: Region Map Grid Generation
Today I worked on setting up our region map grid generation system. This initial implementation sets the groundwork for all things to build off of. The region system introduces: a structure for...
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Introducing Glitchbloom: The Studio Crafting Leyborn, a Deep and Immersive Fantasy Experience
Today marks the launch of Glitchbloom, the studio creating Leyborn. Leyborn is a simulation-heavy fantasy experience inspired by the depth and complexity of genre defining titles like Dwarf...