Stellar Conflicts
Top-down multiplayer space combat in your browser: teams, stations to capture, mines and jump drives. Plus Reforged, the original game playable again.
Player one · Kansas
Say it RAY-go
Eric “Ray” Christian, a software engineer in Kansas. Kernel drivers by day; games, engines and tools by night.
Top-down multiplayer space combat in your browser: teams, stations to capture, mines and jump drives. Plus Reforged, the original game playable again.
A retro frontier world with its own transmission board for news, release notes and world lore, and a separate console to play in.
A persistent 3D world where players build, explore and play together, on terrain streamed from a server with geometry clipmaps.
An agent-native workspace for editable pixel art: a coding agent builds and refines sprites through plain JSON commands, and the same artwork opens in a visual editor. It drew the ships in Stellar Conflicts.
I got the terrain working (well, a tiny tiny part of it). Unity has its own terrain system, but I didn’t want to use it; I’d rather keep things simple and flexible.
You may have noticed that I’ve changed the look of the blog. Actually, the observant reader would also notice that the software running the blog has switched to WordPress.
Unreal Engine doesn’t automatically update the Content Browser for C++ file changes. This solution will let you do that without continuously restarting.
I'm Eric Christian. I've gone by Raygoe for over twenty years; it started as an auto-generated name in the Priston Tale beta around 2002 and stuck. These days most people just call me Ray.
By trade I'm a software engineer, mostly deep in the Linux kernel writing drivers for ARM hardware. I've wanted to make games since I was ten, so evenings go to that: game servers, engines, tools, and the occasional detour into whatever caught my interest that week.
This site is my devlog: notes on what I'm building, what broke, and how I fixed it. It used to be a WordPress blog called Ray's Slice; the old posts are still here.