2026 W37: Codex Learns to Route Work (Agent Router)
A building-in-public account of turning Codex into a control hub for native subagents and external OpenCode, MiniMax, Big Pickle, and Antigravity workers.
Read entryBuilding in public: Updates and progress.
A building-in-public account of turning Codex into a control hub for native subagents and external OpenCode, MiniMax, Big Pickle, and Antigravity workers.
Read entryA deep engineering chronicle on how I drastically reduced ArceApps build times through algorithmic tag optimization, related posts generation, and concurrent collection queries.
Read entryTechnical chronicle about ArceApps' modern portfolio redesign using Bento Grids, JSON-LD schemas, OpenCode automation, and Astro.
Read entryRebuilding the ArceApps landing page as an editorial cover: a typographic hero with the indie manifesto and four numbered sections (Devlog, Blog, Featured Work, CTA).
Read entryChronicle of the latest fortnight in ArceApps' Building in Public. Details on XSS mitigation, testing with Vitest, and build optimizations.
Read entryA deep dive into my comprehensive SEO audit process, the evolution of comparative AI articles, and how I technically differentiate my portfolio from other projects like PuzzleHub.
Read entryA week where two seemingly small features ended up exposing the deep architecture of PuzzleSuite: clickable navigation from the profile and retroactive persistence of XP and scores across all twelve games.
Read entryThe B-side of this week: how to decide between nullable and non-nullable columns, why we wrote the RetroactiveStatsPopulator in Kotlin instead of SQL, and the guts of the Room migration for the twelve games of PuzzleSuite.
Read entryComplete Homepage redesign with an interactive Bento Grid, Content-Visibility enhancements, and deep advancements in AI agent documentation.
Read entryEngineering chronicle on adding comprehensive tests for search functionality and syncing visual hierarchy documentation with CSS in the ArceApps portfolio.
Read entryEngineering chronicle detailing the release of the Socratic Agents blog series and the introduction of OpenSpec for mobile development in the ArceApps ecosystem.
Read entryAn engineering chronicle detailing architectural improvements, performance optimizations, XSS security mitigations, and enriched unit testing at ArceApps.
Read entryA deep dive into security patching in Astro, refining responsive visual hierarchy for Markdown content, and chronicling the genesis of mydevbot.
Read entryA deep dive into how we reinforced security by mitigating XSS vulnerabilities, optimized the visual hierarchy of our media, and upgraded our AI agents to enhance brand consistency across the ArceApps portfolio.
Read entryThe final phase. How mydevbot deploys itself using GitHub Actions and Watchtower, mobile programming with VS Code Server and the preparation of the UM890 Pro for extreme local AI via OCuLink.
Read entryThe second phase of mydevbot. How to integrate the GitHub API using Gemini's Function Calling capabilities and set up scheduled tasks with APScheduler to receive daily summaries.
Read entryHow the need to control my development ecosystem from Telegram arises, the analysis of the AIPAL repository, the disappointment with the Synology DS212+ and the final decision for a Mini PC with the native Gemini SDK.
Read entryHow we went from craftsmanship to industrial production: 11 interactive tutorials in 7 days. A technical chronicle on scaling, technical debt, and the art of teaching geometry without using words.
Read entryWe redesigned the onboarding system. No more static texts. We implemented an interactive 'Teacher Mode' that guides you step by step, detects your confusion, and celebrates your small victories.
Read entryA 3000-word chronicle on how we tried to add two 'simple' games and ended up fighting NP-Complete problems. The story of how a simple light board forced us to use industrial SAT Solvers and how integer division almost destroyed our mental health.
Read entryA technical and philosophical dive into eliminating UI bureaucracy. How we moved from asking the user to fill out forms to creating a Reactive Auto-Verification system, and how we optimized O(N) graph cycle detection to run at 60fps.
Read entryThe detailed technical story behind the implementation of the Undo/Redo system in PuzzleHub: design patterns, concurrency problems with coroutines, efficient memory management, polymorphic serialization, and the search for the perfect UX on Android.
Read entryA chronicle of extremes: eliminating 400 lines of repeated code with generic architectures and redrawing every pixel by hand to save performance on mid-range devices.
Read entryStarting the year by bringing order to chaos. A technical chronicle of how we dismantled a 600-line ViewModel, unified time logic with Flows, and improved Slitherlink's invisible accessibility.
Read entryResearch diary on Clawdbot. Beyond the tutorial, here I analyze the decentralized architecture and Gemini 3.0 integration challenges.
Read entryConfessions of a week optimizing ArceApps. The battle against CSS overlays, lazy image loading, and why I refactored search.
Read entryUnification of difficulty systems across the suite and the arrival of Expert mode to bid farewell to 2025.
Read entryMassive refactoring of game states and visual improvements in Hashi before closing the year.
Read entryA massive internationalization sprint to eliminate hardcoded text and prepare PuzzleSuite for the world.
Read entryImproving the puzzle completion experience: more useful, standardized dialogs with the option to admire your work.
Read entryMinesweeper and Galaxies join the party, completing the achievement system for all 10 games.
Read entryPreparing the ground for feature parity. Backend work, Room migrations, and why Minesweeper is different from everything else.
Read entryHow we redesigned the app's main entrance and discovered we had been lying to our users about their stats.
Read entryWhy we decided to halt development of new features to fix a pixel 6dp out of place, and the hunt for the geometric bug in Hashi.
Read entryFrom theory to practice: How we implemented Dominosa in a week and learned that true randomness is an enemy.
Read entryJust when you thought the catalog was closed, Dominosa arrives to challenge our architecture. A story about feature creep and modular design.
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Doubling the catalog in seven days. From 4 games to 8. Code reuse reaches its peak, but technical debt starts accumulating interest.
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Slitherlink and Galaxies break our grid. Introducing vector math, fuzzy hit zones, and background thread generation.
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From one game to three in record time. How the right abstraction and Kotlin Generics allowed us to scale without copying code.
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The fear of the blank page, the critical decision between Canvas and Compose, and why we chose an architecture that slowed us down for three days to speed us up for the rest of the year.
Read entryAn incredibly detailed review of the ArceApps system architecture, custom AI agents, and the philosophy of solo software engineering.
Read entryA comprehensive analysis of how I built an enterprise-grade automated testing pipeline using Playwright and Vitest for a single-developer portfolio.
Read entryA massive deep dive into how I completely rebuilt the ArceApps UI architecture using Tailwind CSS v4, Astro, and fluid typography principles.
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