The random ramblings of a French programmer living in Norway...
2026
  Modernizing a Homemade PHP Blog With AI
Mon 23rd March 2026   

This is the second article in a series about using AI efficiently. In the first article we built tools to measure AI productivity with real session logs.

This time we'll look at a concrete case study: modernizing a 15-year-old homemade PHP blog in a single afternoon, with the help of Claude Code.

The blog you're reading right now was the guinea pig.


  Measuring AI Productivity With Actual Numbers
Sat 21st March 2026   

This is the first article of a series about using AI efficiently, with a focus on actionable and practical advice backed by real data.

In this first installment we'll look at how to actually measure the time you gain (or lose) when working with AI, using real session logs from actual work.

The twist?

This article is partially being written by the very AI system it's documenting, while working on the tools to measure its own productivity.

Meta enough for you?


2024
  The remaining 80 percent
Sun 20th October 2024   


My team of tester friends have been reporting issues for the last few weeks, and I've been busy fixing them.


  Iteration times
Sun 23rd June 2024   


Nothing impacts more a project than wasted time, and nothing impacts more the quality of the work than the iteration time between when something is changed and when you finally see it in the final game.


  The virtues of Simplicity
Sun 16th June 2024   


When it comes to text adventures and point-and-click games, less is often more. In this article I look at how adventure game interfaces evolved from complex natural language parsers to simple contextual actions, and why I chose a minimalist approach for Encounter.


  Why building another Adventure Engine
Sun 9th June 2024   




When I started playing adventure games back in the 80ies, there were basically two types of game implementations:
  • Games written as actual programs
  • Games using some portable virtual machine or database

2011
  Simple C++ threading
Sun 20th February 2011   
For some reason, people tend to think that creating multi-threaded applications in C++ is a very difficult thing to do.

It is in fact not that difficult, but there are basically two main issues to consider: How to make the code correct (it should not crash, deadlock, corrupt data, etc...) and how to make it efficiently use as many cores as possible.