<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Game-Dev on Phil Wheat</title><link>https://philwheat.net/tags/game-dev/</link><description>Recent content in Game-Dev on Phil Wheat</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Tue, 13 Oct 2026 08:42:00 -0500</lastBuildDate><atom:link href="https://philwheat.net/tags/game-dev/index.xml" rel="self" type="application/rss+xml"/><item><title>Cadet-Agent</title><link>https://philwheat.net/links/cadet-agent/</link><pubDate>Tue, 13 Oct 2026 08:42:00 -0500</pubDate><guid>https://philwheat.net/links/cadet-agent/</guid><description>&lt;p&gt;Game development engine — more precisely, an opinionated cross-IDE agent framework for game-development workflows.&lt;/p&gt;&#10;&lt;p&gt;Cadet-Agent doesn&amp;rsquo;t one-shot a game; it walks an agent (and you) through a gated SDLC: requirements → architecture → story breakdown → TDD → code review, with hard gates in .cadet/state.json that block phase transitions until satisfied. The same skills run across six hosts — GitHub Copilot, Cursor, Continue, Claude Code, Deep Code, and Hermes — via one canonical core with thin per-host adapters, and it&amp;rsquo;s refreshingly honest that enforcement differs per host (it measures interception rather than assuming it; the portable control is a repository git hook). Has a dedicated Hermes setup guide.&lt;/p&gt;</description></item></channel></rss>