Credits
What this site is built with, who made those things, and the tools used to build and check it.
This site is small on purpose, and most of what makes it work was made by other people. Here is who.
The stack
- Next.js and React, with the App Router, static rendering and
next/font. Hosted on Vercel. - vgpu draws the hero: a WebGPU fragment shader with simplex noise and hashing from its standard library, falling back to CSS where WebGPU is missing.
- Posts are MDX, rendered with next-mdx-remote, remark-gfm for tables, and rehype-pretty-code over Shiki for code. Frontmatter is parsed by gray-matter.
- The MCP server runs on mcp-handler and the Model Context Protocol TypeScript SDK; inputs are typed with Zod.
- The per-post patterns, the stat tiles, the bar chart and the timeline are hand-written SVG and CSS; there is no chart library and no CSS framework.
Type
- Newsreader by Production Type, for headings and body text.
- Inter by Rasmus Andersson, for labels, metadata and figures.
- JetBrains Mono by JetBrains, for code.
All three are served from this site through next/font; nothing is loaded from a font provider at runtime.
Built with
- Claude Code wrote the site and the posts from my notes, running inside T3 Code. The disclaimer on every page is literal: the work and the mistakes are mine, the typing mostly was not.
- agent-browser drove a WebGPU-enabled Chromium for the visual checks.
- is-agentic scored the site's readiness for agents and pointed at what was missing.
- The post on bluntness classified my own messages with Jev, the typed decision model several other posts are about.
Design
- Motion and interaction details follow Emil Kowalski's design engineering principles, applied through his skill: strong ease-out curves, sub-300ms UI motion, press feedback, hovers only for fine pointers, reduced motion kept as fades.
- The stat tiles and the bar chart follow the mark specs from Anthropic's data visualisation skill: thin marks, one hue, labels in text colour, a legend only when there is more than one series.
- The hero's look owes something to the gradient and noise effects in Shader Effects' library, which is where I first wanted to go before settling on monochrome.
Thanks
To the people who made the above and gave it away, and to everyone who replies to a post with their own numbers.