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Tools

 what wood fired games runs on

Tools.

I build a lot of my own tools. These are the systems my internal games projects and my AI practice run on: the engine and its editor, the state and persistence layers beneath them, the coordination tooling that directs the agents, and the telemetry that watches all of it. Some are open-source, most are proprietary, and each one exists because the leverage is in owning the layer the work runs on.


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AI

AI Orchestration and Oversight.

The layer that directs the agents and keeps a record of what they do. One piece is open-source; the rest is the proprietary knowledge and research stack around it.

Wood Fired Tasks
open-source
Coordination infrastructure for fleets of AI coding agents. Atomic task claiming, dependency-aware ordering, workflow automation, and real-time event streams let many agents work one backlog without colliding. It ships as a REST API, a CLI, an MCP server, and a Slack integration, and it is the layer I run on every project. GitHub
TypeScript / Node.js · SQLite · MCP
Wood Fired Telemetry
proprietary
The capture layer for everything the AI does. Collection daemons intercept every model call across every vendor and write it to a single analytics database. Vendor-agnostic by design, so the record does not depend on any one provider's reporting.
C# / .NET · PostgreSQL
AI Telemetry Dashboards
proprietary
Grafana dashboards over that database, for observability and governance. They show what is in progress right now, AI token attribution per commit and per release, and vendor-agnostic usage you can drill from a top-line number all the way down to a single prompt.
C# / .NET · Grafana
Code Knowledge Service
proprietary
A local indexing-and-search service that scans an entire multi-repo codebase and uses Roslyn to analyze the C#, surfacing reusable patterns and components across projects. It exposes everything through a REST API with a Swagger UI and an MCP server, so an agent can query the codebase directly instead of re-reading it every time.
C# / .NET · Roslyn · MCP
Wood Fired Thought Capture
proprietary
An AI research-orchestration platform. It runs Claude Code skills asynchronously from Slack commands, generates long-form research and intelligence reports as background jobs, and persists the finished artifacts. Fire off a question from chat, get a complete report back.
C# / .NET · PostgreSQL · Redis · Slack · Claude Code
Community Discord Bot
proprietary
A Discord community-management bot with slash commands, newsletter subscriptions, automatic role assignment, and event tracking. It wires Segment analytics and a PlayFab backend into the community so membership and engagement are actually measurable.
Node.js · Discord.js · PlayFab

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MECS

MECS: My ECS-based Simulation Engine.

The engine, the compile-time toolkit that makes it AI-legible, the editor, and the systems built on top.

MECS — Modular Entity-Component-System
proprietary
My flagship simulation engine: a production-grade ECS runtime with networked entities, dynamic component queries, and distributed authority. It is built on Roslyn source generators and MessagePack serialization with more than forty custom formatters. This is the canonical engine every Wood Fired game and service runs on.
C# / .NET (netstandard2.1 + net10.0)
MECS Attributes & Source Generator
proprietary
The compile-time toolkit that makes the engine AI-legible. Attributes like [MECSComponent] and [MECSSystem] pair with a Roslyn incremental generator that writes the boilerplate and validates access patterns through custom diagnostics. A malformed system fails at compile time, not in production.
C# / Roslyn incremental generator
MECS Editor
proprietary
The authoring tool for MECS types: components, systems, messages, and entities. It combines a CLI, an interactive Terminal.Gui interface that runs anywhere including over SSH, and an MCP server, with YAML import / export and persistent-entity management. A human and an agent edit through the same surface.
C# / .NET · Terminal.Gui · MCP
MECS Pathfinding System
proprietary
A* pathfinding over grid graphs with dynamic obstacle avoidance and multi-graph support, so stacked spaces like dungeon levels route correctly. It includes shadow-casting fog of war and reachable-node calculation, optimized with a Fibonacci heap and stack allocation for speed.
C# / MECS-integrated
Force-Based Movement System
proprietary
Physics-driven entity movement on an F = ma integration pipeline: friction, steering behaviors, path-following with arrival deceleration, and stopping-distance calculation. It pairs with the pathfinding system to turn a route into smooth, believable motion.
C# / MECS-integrated

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Platform

Cloud Gaming Platform.

The containerized backend the engine runs on. All C# / .NET — low-latency services over gRPC, web-facing ones over ASP.NET Core REST, backed by PostgreSQL and Redis.

Authentication Service
proprietary
Authentication, token generation, and session validation over gRPC. A companion Authentication Web API exposes OAuth2 and JWT over REST, with rate limiting and security headers.
C# / gRPC · ASP.NET Core
Account Management Service
proprietary
The user-account lifecycle: profile, settings, and billing over REST and Entity Framework. A Blazor WebAssembly front end gives players a place to manage it.
C# / ASP.NET Core · EF · Blazor WASM
Analytics Service
proprietary
Event tracking and telemetry aggregation, persisted to PostgreSQL with Redis caching for real-time reads. It is the backbone the governance and usage dashboards are built on.
C# / PostgreSQL · Redis
Assets Service
proprietary
Delivers MECSEditor-managed asset databases to running game instances over gRPC, with Redis caching so live games pull content fast.
C# / gRPC · Redis
Game Directory Service
proprietary
Game discovery and instance registry. It matches clients to running servers and routes authorization tokens to the right place.
C# / gRPC
Game Instance Service
proprietary
The game-server runtime: it hosts game state, processes MECS entity updates, and manages multiplayer sessions, with hot-reload during development.
C# / .NET
Persistent Entity Service
proprietary
Read and write access to persisted game entities that live on after the game instance ends, offered as both a gRPC query service and a REST API.
C# / gRPC · ASP.NET Core
Telemetry Query MCP
proprietary
An MCP server that gives an AI agent safe, read-only SQL access to the analytics database, for ad-hoc telemetry questions without touching production.
C# / MCP

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Unity

Unity.

Plugins that bring the engine and its data into the Unity client, where the rendering and authoring live. One is published on the Asset Store; the rest are in-house.

Wood Fired State Management
Asset Store
A ScriptableObject-based state-sharing system that decouples game systems from one another. It provides StateReference value types, RuntimeSet instance tracking, and GameEvent cross-system messaging. Shipping soon on the Unity Asset Store as a proper UPM package with editor UI and docs.
C# / Unity
UI Generator
proprietary
A GPU-optimized procedural UI system: shader-based rounded rectangles, gradients, and mesh generation, with real-time compositing tools in the editor. Standalone and URP-compatible, with no external dependencies.
C# / Unity (URP shaders)
Wood Fired Editor Toolkit
proprietary
An editor-extension suite for working with the engine inside Unity: ECS code generation with hot-reload, a real-time console for inspecting live entities, and utilities like a sprite-sheet renamer. This is the Unity-based counterpart to MECS Editor.
C# / Unity Editor
Hexagonal Grid Framework
proprietary
A complete hex-grid system: Odd-Q coordinate conversion, integrated A* pathfinding, BitArray-backed fog of war, and four mesh-generation modes from flat to river to stratified terrain. It includes a Burst-compatible unmanaged variant for performance.
C# / Unity (Burst)
Vertical Stacking & Crafting Framework
proprietary
A tag-based crafting system where resources stack on tiles and auto-trigger recipes. It supports decay, mutation, AI-capable "living card" items, and time-based game-loop progression.
C# / Unity

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Misc

Misc.

The knowledge and fleet tooling that keeps a 45-plus-repo portfolio legible and maintained.

Wood Fired Technology Archive
proprietary
A queryable knowledge base documenting more than a hundred technologies across thirty-three projects: structured catalogs, problem-to-solution maps, and extraction guides. Built so an AI agent can look up how something was solved before and reuse it.
Markdown knowledge system + packaging scripts
Repo Fleet Utilities
proprietary
A small kit for running a 45-plus-repo portfolio: a batch git updater that handles stashing, submodules, and branch strategy; an ahead / behind / diverged audit; and a commit-diff classifier that auto-categorizes work by domain into CSV reports.
PowerShell / Bash / Python
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Built to run the work.

I just love building tools. The practice page shows the tools in use; the engine has its own write-up. If you would be interested to learn more, shoot me an email.