About the Developer
I’m a returning developer, 52 years old, originally a bedroom coder from the 1980s.
I started at around 8 years old on a VIC-20, writing small text adventure games and learning early lessons in memory constraints and preservation — saving to C15 tapes and working within tight limits.
Over 40 years later, I’ve come back to development to finish ideas that have been evolving for decades.
Over the past few years, I’ve been building a full system from the ground up:
• A deterministic physics/world engine (PNE)
• A genome-driven civilisation simulation
• A custom AI operating system (AMY 4.0) with short-term and long-term memory, delta scratchpad logic, and retrieval-augmented generation (RAG)
• A visual bridge layer to connect simulation state to interactive systems
The core concept — a simulation-driven world and game — has been in my head for a long time, but around six years ago I began formalising it and building it piece by piece.
The simulation layer is now functional (as shown in the Genome Showcase), and I am currently focused on the visual world layer. Each era slice is being constructed and refined, with the long-term goal of allowing the PNE engine to procedurally generate entire worlds and historical progressions.
This project is not just about building a game, but about creating a system where worlds evolve, persist, and can be navigated across time.