raw's collections
Self-hosted AI systems, runtime-forged games, and interfaces that probably shouldn't work.
I run the AI side of a large German company by day. GPU servers, our own software stack, the whole thing. By night I take the same tools and push them past the point where they should fall apart.
This site is where the results end up.
How I got here
Years in IT. Systems, infrastructure, the unglamorous parts that have to keep running whether or not anyone notices.
The moment the ground moved. I started reading everything, building everything, and never really stopped. It took over the day job and then the evenings too.
AI at work, AI in my free time. Running the models, running the servers, and finding out where the edges actually are — not where the demos say they are.
What I'm actually after
Everyone can get a language model to write a function. That question is settled. The one that isn't: can it take something all the way to finished?
Not a prototype. Not a demo that falls over on the second click. Something with an art bar, a performance budget, a dozen interlocking subsystems, and a quality gate it cannot talk its way past.
Architecture before features, so a dozen agents can work in parallel without destroying each other. Tooling before the product, so nothing counts until the machine has looked at its own output. A separate critic with a written scale, because a model reviewing its own work is far too generous. And a blind final gate, because judging your own child never works.
Then I let it run, and I report what actually happens — including the rounds it fails.
Currently building
Fable Cities In development
A Cities: Skylines–class city builder that runs in a browser tab. No Unity, no Unreal, no game engine — Three.js, and a team of AI agents that build and critique their own work. I gave it an empty folder and one instruction.
Follow along
I post the progress as it happens — the good frames, the failed rounds, and the numbers behind both.