| 6 Nov 2026 | Round the Corner: What a Net Needs to Pass a Maze, the Senses That Were Not Enough, the Errand That Was, a Proving Ground, and the Breach | orrery · crucible · maze navigation: the senses, the errand, the proving ground and the breach | Markdown |
| 6 Nov 2026 | Outgrowing Yourself: What the GPU Hands the Game, What a Generation Keeps, and Whether the Card-Hours Pay | orrery · the fleet · the GPU, the line, and what a generation keeps | Markdown |
| 6 Nov 2026 | One Rule, Two Machines: Trees, Mazes and Takeovers on the Card, a Gauntlet Both Can Read, and Generations the GPU Can Earn | orrery · crucible · the trees, the mazes, the CUDA gauntlet and the GPU's generations | Markdown |
| 6 Nov 2026 | Every Generation on Film: the Maze Home on the Fleet, One Wall in Two Games, a Camp of Rewards, a Full Card, and a Machine That Reads the Page | orrery · crucible · treadcore · the maze home, one wall, the camp, a full card, the footage and a page that reads itself | Markdown |
| 5 Nov 2026 | Three Generations, Filmed: The Line from Question to Commit, a Crowd of Duels That Are Really Different, and Every Wire in Its Node's Colour | orrery · the montage · the line, the crowd and the wires | Markdown |
| 5 Nov 2026 | Ninety-Eight Percent Busy: Where the Fleet's Waiting Goes, a Round Table to See It, and a Background Job That Asks for Nothing | orrery · the fleet · utilization, waiting and the round table | Markdown |
| 4 Nov 2026 | An Old Server, Warm Again: the Supermicro X8DT3-LN4F's Jumpers and BIOS, and Copal from a USB Stick on a Board with No UEFI | orrery · the fleet · a Supermicro server's jumpers and BIOS | Markdown |
| 4 Nov 2026 | Seeing the Brain Grow: The Montage, the Mind in the Corners, and Every Screen of Orrery and Treadcore | orrery · treadcore · crucible · the visual state of a working prototype | Markdown |
| 4 Nov 2026 | Shared Storage, Reconsidered: Ceph for the Recordings and Builds, rsync and sftp, and Why Nothing Needs Deciding Yet | orrery · the fleet · storage options, nothing decided | Markdown |
| 4 Nov 2026 | Fifty-Four Idle Minutes: the Line Replayed Twice, Three Guards, and Restarting Orrery Without Losing Work | orrery · the fleet · the line replayed twice, and restarting | Markdown |
| 3 Nov 2026 | The Nets Explorer: Every Learned Net, Where It Has Been, and a Vault That Keeps Only on Request | orrery · the brain · every learned net, where it has been, kept by request | Markdown |
| 2 Nov 2026 | The Zero-Sum Economy: ore, oil, the workers, supply and trade, built in one evening, and the gauntlets that train it | treadcore · the game and the brain · ore, oil, workers, supply, trade | Markdown |
| 2 Nov 2026 | The Day's Difference: what changed on 2 November 2026, in exact code, with the program's flow and the architecture it changed | orrery · treadcore · 2 November in exact code, flow and UML | Markdown |
| 1 Nov 2026 | The Whole Line: How the Fleet's Work Reaches treadcore, and What Stops It | orrery · the fleet · the line, end to end | Markdown |
| 1 Nov 2026 | Waves, Width and Waiting | orrery · the brain and the fleet · temperament, capacity, the queue | Markdown |
| 1 Nov 2026 | A Terrain for Each Dataset | orrery · the brain · maxima and what works on them | Markdown |
| 1 Nov 2026 | A Dead Clock Battery and an Expired Certificate: Why jaguaribe Left the Fleet | orrery · the fleet · machines | Markdown |
| 1 Nov 2026 | A Stale Dial: What We Measured, What Changed, and What We Refused | orrery · the brain · what we measured and changed | Markdown |
| 1 Nov 2026 | The Double Report: How the Fleet Reaches the Game, and How to Use Orrery | orrery · the fleet · the design and the guide | Markdown |
| 1 Nov 2026 | Eight Named Minds: Bot Styles, a Transform the Game Reads, and the Bridge from Crucible | orrery · the brain · styles and bridges | Markdown |
| 30 Oct 2026 | Commanding the Fleet: How the Buttons Were Made to Work, Layer by Layer | orrery · the fleet · orchestration | Markdown |
| 30 Oct 2026 | Fleet Commanders: From Timbuktu's Buttons to a Listener, and Selecting Machines by What They Are | orrery · the fleet · commanders | Markdown |
| 30 Oct 2026 | Many Versions of One Brain: What the A/B Found, and Whole-Number Choices of Rewritten Functions | orrery · the brain · whole-number choices | Markdown |
| 30 Oct 2026 | Too Many Shots: Ammunition, Walls and Castles as Balance Levers in a Tank Game | orrery · the game · balance | Markdown |
| 30 Oct 2026 | Reading a Growing Game Brain: Terrain, Spectrum, Matrix and Sensor Views of a Fleet's Search | orrery · the brain · analysis | Markdown |
| 30 Oct 2026 | Algorhythm: Hybrid Programming of Game Agents by Monte Carlo Selection of Interchangeable Functions, Continuous Weights and Confidence-Gated Learned Transforms | orrery · the brain · hybrid programming | Markdown |
| 29 Oct 2026 | Shared Storage for the Fleet: What the Disks Are, the One Way Through, and the NVMe for a Small Ceph | orrery · the fleet · storage | Markdown |
| 29 Oct 2026 | A Difficulty for Promotions: How Often the Brain Should Change, Measured | orrery · the search · promotions | Markdown |
| 29 Oct 2026 | One Source for Two CUDAs: crucible on Pascal (CUDA 12.9) and Ada (CUDA 13), Compiled in Docker on an ARM Mac | orrery · crucible · CUDA 12 and 13 | Markdown |
| 29 Oct 2026 | Two Copal Machines Join the Fleet: Keys, Setup, Errands and Updates by Themselves | orrery · the fleet · machines | Markdown |
| 28 Oct 2026 | Held Back on Purpose: the Versions a GTX 1080 Ti Can Run CUDA On, and Nix as a Way to Pin Them | orrery · the fleet · CUDA versions | Markdown |
| 28 Oct 2026 | Orrery and copal-tm as Mac Applications: Bundles, Icons and Ad-hoc Signatures | orrery · the app · bundles and signatures | Markdown |
| 28 Oct 2026 | A CUDA Node for the Fleet: a GTX 1080 Ti on Ubuntu 24.04, Set Up over SSH | orrery · the fleet · CUDA | Markdown |
| 28 Oct 2026 | From Cargo to a Mac Application: a Rust Program with an AppKit Window and No Crates | Rust · AppKit · no crates | Markdown |