2026-08-27 - Peter

A month spent building the Workbench, reviving Living World, creating Agnostic Knowledge, and starting a Game Composer while ADK waited patiently.

Well actually

I have been working hard on a project, but not this one. Instead I have been working on creating the Workbench that is ment to help me actually get this project going.

We did however finish up all the questions and I'm not entirely sure whether this project is even close to start programming, or whether I should just sit down and go over every single note, just to really ensure that Codex edited and wrote everything as I'd like it to be.

I have been trusting Codex to do the work, to write things as they were ment to be.

Building the Workbench

But... the past many weeks I managed to focus on working over the workbench to make it a much more powerful tool. However all that you can read about on the Workbench Documentation website. I gave it its own project to handle documenting what we have integrated into the workbench of tools and functionalities. It is becoming an entire project management workhorse and foreman.

Waking up Living World

Almost silently, as another unfortunate sidenote, I managed to also evaluate that the workbench is a system that is able to pull a 20 year old project out of mothballs and that has been reworked to become Living World. Yet another project that has its own part on this website. Another impossible project, at least until the advent of AI. A world connecting a multitude of games at various levels.

Agnostic Knowledge

And to feed that with various interesting game data, I managed to start and build another project that is called Agnostic Knowledge. Now this project does not currently have a website, because I'm still tinkering with its ability to automatically research and consolidate data. Currently it is just eating cloud tokens like there is no tomorrow; which sparked another strong round of changes to the Workbench. Enforcing its abilities to learn and adapt to working smarter and faster and better, all on its own. It automatically researches different and new LLM's that it has permission to run locally via LLAMA, allowing local LLM's to do as much work as possible, so we can save on cloud tokens.

It has a lot of issues going into too much detail, but Agnostic Knowledge's concept will be to gather and research all the necessary data regarding relationships, connection and how things are supposed to work, what they require and devise levels to those relationships, so I can create games that each work on different complexity levels. Saving me the time to actually gather and correlate all that information.

One game may just require sulfur and charcoal to create gunpowder. Another might require saltpeter too and whatever else might need to go into gunpowder. Dates of discovery and so forth. Many details stored in a database, so games that need the data can get it easily acquire it while the games are being created; as well as updated, as data and research changes known information.

I'm still considering whether to let it have a website at this early stage, but eventually it will publish small details about all the data it manages to gather, so you can learn the scope of its capabilities.

The Game Composer

And just today I managed to create yet another project, that will almost definitely work me to my bone as well, because; that is a full Game Composer. It is intending to gather from and provide expansive modules to all the games that the Living World will need. As we develop one game, it will almost silently help build the building blocks for the next game too. And while building the next game, it will silently help update the "old" games' functions and structure, because they rely on those same modules. There is no need to reinvent the same gravity function 20 times or how you keep track of scores and players and other game details. Learning how to create graphics, learning how to create music, learning how to create sounds, learning how to create game mechanics. All becoming smart modules that are easily reusable. It should become a living architecture of interconnected modules for games, but still allow them to act as separate entities.

This will eventually get its own part on the website, once it has been fleshed out some more. It is a new idea and needs to go through several stages of development, before being more than a gleam in the eye.

The silent hope is that it will allow me to easily create a simple or potentially even complex new game, without needing the AI to invent everything from the bottom up, like AI basically does today.

Back to ADK

Anyway, that is a very short overview of what I have been up to the past month in my free time.