Notes on dev & UX

Columns about browser 3D game dev and what I learned while polishing the feel.

エンジン設計three.jscannon-es

Building a Unity-like lightweight game engine with three.js + cannon-es

2025-12-16~6 min read

Design notes for a Unity-inspired lightweight engine built on three.js and cannon-es, including responsibilities of the core classes.

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UXロード設計

Hiding loading transitions in a browser game

2025-12-18~4 min read

UX patterns and implementation tips to make scene transitions feel instant while assets load in the background.

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モバイルUX

Mobile long-press UX: making “hold” interactions feel right

2025-12-19~4 min read

Practical guidelines for long-press interactions on mobile, including cancellation, feedback, and accidental touches.

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AI活用開発プロセス

AI-friendly game dev rules: writing code that is easy to iterate on

2025-12-21~6 min read

A set of rules for building small games fast while keeping the codebase easy for humans (and AI) to reason about.

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物理演算three.jscannon-es

Trajectory prediction for “Mikan Pile” (aim assist)

2025-12-22~7 min read

How I implemented a simple and readable trajectory preview so you can better aim throws in a physics game.

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物理演算cannon-es制約

Stabilizing a pile with physics constraints: “sticky” mikans

2025-12-22~7 min read

Notes on using constraints in cannon-es to connect objects and improve stability without making the simulation feel fake.

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ゲーム設計バランス調整パラメータ設計

Tuning game balance with parameters: difficulty without frustration

2025-12-22~9 min read

How I exposed and tuned parameters for a small physics game to keep it challenging but fair.

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