Rhy's Systems Lab

I build systems I can understand, inspect, and own.

A personal lab for AI tools, robotics systems, hardware experiments, devlogs, resumes, and long-term technical work.

5
active projects
43
devlog entries
Rust
+ TS, C++, Electron
Local
first, always
ACTIVE ALPHA

Mnemosyne

A desktop AI narrative engine that separates character memory, world state, prompt context, and debugging traces so LLM-driven characters can change without losing continuity.

TauriReactTypeScriptRust
Mnemosyne home dashboard showing living worlds, recent sessions, and engine status.

OmniPlanner

ACTIVE APP

An Electron desktop app for personal planning workflows, built around local data, weekly structure, goals, habits, and optional AI assistance.

ElectronViteReactTypeScript

Between Dawns

PLAYABLE VERTICAL SLICE

A Godot survival game combining direct top-down action, settlement command, and distant expedition simulation in one authoritative persistent world.

Godot 4.3GDScriptENetAndroid

Pythagorean Harmony

PLAYABLE PROTOTYPE

A UE5 prototype exploring math-based combat, where enemies are defeated by transforming equations with operation weapons and executing with the correct value of x.

Unreal Engine 5C++Blueprint tuningThird Person Template

rhygpu.dev

ACTIVE SITE

The Astro portfolio, devlog hub, and meta-build archive for RhyGPU projects: a public layer that turns raw project history into readable case studies.

AstroTypeScriptMarkdown content collectionsStatic site generation

Latest devlogs

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003Walking 9,209 Pixels to Prove the ExitBetween DawnsThe procedural district rewrite replaced the old base, proved real gateway travel, closed the M1 starting gaps, and survived a belated commit audit.002The Backend Was Not the GameBetween DawnsA v0.3 audit found unusually faithful simulation code, disconnected multiplayer, dead systems, and almost no playable survival game at the surface.001Deleting the First GameBetween DawnsHow Between Dawns discarded a browser prototype, became a native Godot project, and learned to separate a playable foundation from a finished system.000The Game I Was Looking For Did Not ExistBetween DawnsHow the search for a better Dead Town became Between Dawns: a shared survival world designed around authority, territory, and the next sunrise.025Pulse Swallowed the ClockOmniPlannerPulse v4.2 expanded from alarms into a five-tab clock and focus suite with shared Pomodoro state and selectable alarm audio. Its UI breadth was real, but countdown and stopwatch lifecycles remained renderer-bound rather than joining Electron's persistent scheduler.