The Stochastic Game

Ramblings of General Geekery

Good morning! The fluffy boy gets his XL ball these days because he’s a good boy!


I hope this email finds you catching up on the 60 or so free PDFs you still haven’t downloaded from all those Kickstarters you backed over the past few months.


Don’t forget to roll around naked on your stuff to make it smell like you and prevent people from taking it! I can assure you, once you tell people you rolled around naked on it, they won’t want it. Guaranteed.


Chocolate delivery for May! As always, courtesy of Origins Chocolate Bar in New Westminster, BC.

Four bars of chocolate:

Mission Chocolate "Rosas", 61%
Cocoaro "Sakura Spring Blossoms"
Quantu "Chuncho" 70%
Wallace "Rose Petal & Strawberry" 76%

This cow doesn’t want to move! A drawing by me for an unpublished #Glorantha #TTRPG campaign book.


Good morning! It’s still nicely brisk here in the morning and we like it!


UE5 Gameplay Cameras: The Basic Design

This is the seventh post in my developer diary for the Unreal Engine camera system. Since the last post was a super high level view of what the system is supposed to be, I figured I would just go down one step for this article and share some notes about the general design. This might be particularly useful since the official Unreal Engine documentation doesn’t usually cover “experimental” plugins, and we’re probably one release away from upgrading GPC to “beta”.

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