Get in touch
For tool questions, project collaboration, or general inquiries, you can contact me directly here without leaving the portal.
click to enter the wired
Welcome to laincore.com.
Establishing connection...
Connection established.
Type help to list available commands.
Commands: /help /nick yourname /leave /clear
For tool questions, project collaboration, or general inquiries, you can contact me directly here without leaving the portal.
Game developer, digital artist, and breakcore producer. Building Wander Tool (Godot + Blender workflow), strange cyber interfaces, shaders, and electronic soundscapes. The wired never sleeps.
laincore is where I write, build, and produce around games, digital art, breakcore music, strange interfaces, and Godot + Blender workflow tools.
The name laincore comes from the same place the music does: breakcore, glitch, and the wired-era energy that shaped how I think about media.
What lives inside this network node:
> Wander Tool: Godot terrain system & Blender live-sync bridge to kill asset export friction.
> Devlogs: Technical deep dives through game design, shaders, and server infrastructure.
> Interface Experiments: CRT monitors, tactile HUDs, audio-reactive visualizers.
> Breakcore Music: High-BPM sliced amen breaks and atmospheric soundscapes.
Jump directly into the active sectors:
Your game idea probably isn’t new. That doesn’t make it irrelevant. Players who love a lane are usually hungry for more of it.
R.U.S.H. feels incredible, but many Tekken players are mistaking freedom of movement for actual footsies.
The difference isn't the budget or the engine. It is a trait that is becoming increasingly rare in large studios: Deep Genre Literacy.
The first production box is online. SSH access is stable, nginx is serving correctly, and the node is finally reachable from the outside.
Initial portal assembly: boot sequence configured, window system mapped out, and the first version of the desktop fantasy made interactive.
Notes from building the corrupted datascape background: balancing motion, glow, and texture so the screen feels alive without overwhelming everything above it.
Planning the long-term structure: devlog entries, gallery drops, audio notes, and project documentation all need a place in the same system.
Notes from building the corrupted datascape background: balancing motion, glow, and texture so the screen feels alive without overwhelming everything above it.
The shader background started as pure atmosphere. It needed to imply movement and intelligence without becoming a literal scene that competes with the interface.
The best results came from treating it like an unstable memory field instead of a clean animation. Small flashes, drifting structures, and a suggestion of data trails give the screen energy while leaving room for the UI to remain the focus.
The hardest part was restraint. Every extra effect looked impressive for ten seconds and exhausting after a minute. The current direction is about motion that remains readable in the background of a real session.
Anything text-heavy has to win against the background by default. That rule is shaping a lot of the later UI work.
Built to completely eliminate the painful export/import round-trip between Blender and Godot 4.
Live-syncs geometry, handles procedural terrain deformation, and allows instant in-engine material verification without touching file menus.
Monster Hunter Portable 3rd's player controller, read straight out of the running game: every move's startup, active, cancel and roll windows, charge levels, and the full state machine of what can go into what.
A bot plays each move and combo by itself and records it with a fighting-game frame meter, so every pose lines up with its frame number. Reference for building my own combat system in Godot.
Revenue intelligence for every Steam tag: total, average and median revenue, how many games land in each earnings tier, and a success rate for the share that clears $100k.
An opportunity score weighs that floor against how crowded the tag is, and a comparison mode lines tags up side by side before you commit to a genre.
A simulated desktop environment that compiles into pure static HTML/CSS/JS with zero runtime bloat.
Features realtime WebGL raymarching backgrounds, audio-reactive CRT effects, RSS & sitemap feeds, and full Schema.org JSON-LD graph generation.
Standalone Go microservice managed by systemd on Debian. Provides a public terminal chat protocol with JSONL persistence and Nginx reverse-proxy streaming.
SOURCE: AUDIO_EXP_v4.2
[[ NO MEDIA MOUNTED ]]
DISSONANCE // JASON FAY
VOL: ||||||||||--
BITRATE: 320kbps
BREAKCORE PLAYLIST
> ACCESS THE WIRED ON SPOTIFYCatch the falling packets with LEFT / RIGHT or A / D.
SUCCESS: Payload Transmitted.