

subsection
Level Design Projects
Playable levels, most of them built through the real SED editor by script and checked after every structural step. Each one asks a question about what the engine will do and answers it.
25 levels

subsection
COG Factory Experiments
The numbered experiments the pipeline was built out of: one question each, one finding each — cog limits, light bakes, true-colour materials, a working Tetris cabinet inside the game.
42 experiments subsectionThe Toolchain
The generator, the headless libretro frontend, the SED bridge and its MCP server, the merged authoring spec, the COG archive. Not released yet — the repositories need slimming down first.
coming soonLatest levels
How a level gets made
- Generate. A Python generator writes the JKL, the COG scripts, the 3DO models and the MAT textures. Geometry that wants a real editor is authored through SED over a bridge, by script.
- Pack. Everything becomes one GOB — level, cogs, materials,
sounds — that reads the stock
resource/for the rest and carries none of it. - Run it headless. A minimal libretro frontend loads the core with no window, walks the level on a fixed timestep, takes screenshots, probes sectors and surfaces, and fails the run when the engine disagrees with the generator.
- Check what shipped, not what was meant. Every claim on this site that sounds like a measurement is one.


