{
  "status": "ok",
  "version": "jsonfeed.v1.1",
  "title": "Baltor Engineering & Creative Production Blog",
  "home_page_url": "https://blog.baltor.ai/",
  "baltor_subpath_url": "https://baltor.ai/blog",
  "feed_url": "https://blog.baltor.ai/feed.json",
  "rss_url": "https://blog.baltor.ai/feed.xml",
  "count": 8,
  "posts": [
    {
      "slug": "inside-arena-baltor-side-by-side-runtime",
      "title": "How Compare Runs Without-Baltor vs. With-Baltor Side-by-Side in Real Time",
      "date": "2026-10-18",
      "category": "Runtime & Benchmarking",
      "reading_time": "8 min read",
      "summary": "Compare executes identical prompts with identical model weights across two isolated WebGL2 and sandboxed execution lanes, attributing every frame-time, physics, and constraint delta to the surrounding harness.",
      "html_url": "https://blog.baltor.ai/posts/inside-arena-baltor-side-by-side-runtime.html",
      "baltor_blog_url": "https://baltor.ai/blog/inside-arena-baltor-side-by-side-runtime.html",
      "markdown_url": "https://blog.baltor.ai/posts/inside-arena-baltor-side-by-side-runtime.md",
      "live_studio_url": "https://compare.baltor.ai"
    },
    {
      "slug": "contract-cards-under-2kb",
      "title": "Why Every Baltor Capability Starts as a < 2 KB Contract Card Before Loading Source",
      "date": "2026-10-18",
      "category": "Context Architecture",
      "reading_time": "7 min read",
      "summary": "Loading full source files during discovery exhausts model attention and causes middle-rule drop. Baltor separates discovery from materialization using typed contract cards under 2,048 bytes.",
      "html_url": "https://blog.baltor.ai/posts/contract-cards-under-2kb.html",
      "baltor_blog_url": "https://baltor.ai/blog/contract-cards-under-2kb.html",
      "markdown_url": "https://blog.baltor.ai/posts/contract-cards-under-2kb.md",
      "live_studio_url": "https://foundry.baltor.ai"
    },
    {
      "slug": "blender-geometry-nodes-and-manifold-verification",
      "title": "Eliminating Non-Manifold LLM Meshes in Blender bpy and Three.js r170+",
      "date": "2026-10-18",
      "category": "3D Geometry & Verification",
      "reading_time": "9 min read",
      "summary": "Unassisted LLMs generate 3D meshes with open boundary seams, inverted winding normals, and self-intersecting lathe profiles. Here is the exact half-edge manifold gate Baltor runs before exporting .glb assets.",
      "html_url": "https://blog.baltor.ai/posts/blender-geometry-nodes-and-manifold-verification.html",
      "baltor_blog_url": "https://baltor.ai/blog/blender-geometry-nodes-and-manifold-verification.html",
      "markdown_url": "https://blog.baltor.ai/posts/blender-geometry-nodes-and-manifold-verification.md",
      "live_studio_url": "https://assets.baltor.ai"
    },
    {
      "slug": "godot-4-scene-trees-and-swept-aabb-controllers",
      "title": "Building Playable Godot 4 and WebGL Games That Survive Revision",
      "date": "2026-10-18",
      "category": "Game Engines & Physics",
      "reading_time": "8 min read",
      "summary": "Why single-file AI games break on the second edit, and how decoupling scene trees, swept-AABB collision controllers, and barycentric terrain samplers keeps creative projects editable.",
      "html_url": "https://blog.baltor.ai/posts/godot-4-scene-trees-and-swept-aabb-controllers.html",
      "baltor_blog_url": "https://baltor.ai/blog/godot-4-scene-trees-and-swept-aabb-controllers.html",
      "markdown_url": "https://blog.baltor.ai/posts/godot-4-scene-trees-and-swept-aabb-controllers.md",
      "live_studio_url": "https://fox.baltor.ai"
    },
    {
      "slug": "motion-graphics-spring-physics-and-fourier-epicycles",
      "title": "60 FPS Motion Graphics: Why Spring Physics and DFT Epicycles Beat CSS Keyframes",
      "date": "2026-10-18",
      "category": "Creative Production & Motion",
      "reading_time": "7 min read",
      "summary": "Linear CSS keyframes snap unnaturally when interrupted and cannot synchronize complex vector contours with audio phases. Baltor uses analytical second-order spring solvers and Discrete Fourier Transform epicycles.",
      "html_url": "https://blog.baltor.ai/posts/motion-graphics-spring-physics-and-fourier-epicycles.html",
      "baltor_blog_url": "https://baltor.ai/blog/motion-graphics-spring-physics-and-fourier-epicycles.html",
      "markdown_url": "https://blog.baltor.ai/posts/motion-graphics-spring-physics-and-fourier-epicycles.md",
      "live_studio_url": "https://agentstudios.si"
    },
    {
      "slug": "3d-advertising-spots-pbr-anisotropic-lighting",
      "title": "Procedural 3D Product Commercials in the Browser: Anisotropic Metals, Rim Lights, and Camera Beats",
      "date": "2026-10-18",
      "category": "3D Rendering & Shaders",
      "reading_time": "8 min read",
      "summary": "Why single-directional-light Three.js scenes look like plastic, and how Baltor composes 4-pass studio lighting rigs, brushed anisotropic clearcoats, and Catmull-Rom camera beat splines.",
      "html_url": "https://blog.baltor.ai/posts/3d-advertising-spots-pbr-anisotropic-lighting.html",
      "baltor_blog_url": "https://baltor.ai/blog/3d-advertising-spots-pbr-anisotropic-lighting.html",
      "markdown_url": "https://blog.baltor.ai/posts/3d-advertising-spots-pbr-anisotropic-lighting.md",
      "live_studio_url": "https://compare.baltor.ai/?mode=relief"
    },
    {
      "slug": "distributed-systems-simulation-as-a-component",
      "title": "Simulating Backpressure, Consistent Hashing, and Shard Failover Before Writing Production Code",
      "date": "2026-10-18",
      "category": "Distributed Systems & Simulation",
      "reading_time": "8 min read",
      "summary": "Unbounded retry loops turn a 200 ms downstream latency spike into a cascading cluster outage. Baltor's discrete-event simulation components test token-bucket admission, bounded-load consistent hashing, and jittered circuit breakers before deployment.",
      "html_url": "https://blog.baltor.ai/posts/distributed-systems-simulation-as-a-component.html",
      "baltor_blog_url": "https://baltor.ai/blog/distributed-systems-simulation-as-a-component.html",
      "markdown_url": "https://blog.baltor.ai/posts/distributed-systems-simulation-as-a-component.md",
      "live_studio_url": "https://systems.baltor.ai"
    },
    {
      "slug": "flexible-solution-graphs-and-engine-slots",
      "title": "One Loop Runtime: Composing Deterministic and Model Nodes with Swappable Engine Slots",
      "date": "2026-10-18",
      "category": "Loop Runtime & Engine Slots",
      "reading_time": "9 min read",
      "summary": "Every executable graph vertex in Loop Engine is a Loop. Learn how Practitioner, Intelligence, and Solution roles combine with swappable engine slots in engine_slots.yaml so engines can be replaced at runtime without changing a caller.",
      "html_url": "https://blog.baltor.ai/posts/flexible-solution-graphs-and-engine-slots.html",
      "baltor_blog_url": "https://baltor.ai/blog/flexible-solution-graphs-and-engine-slots.html",
      "markdown_url": "https://blog.baltor.ai/posts/flexible-solution-graphs-and-engine-slots.md",
      "live_studio_url": "https://harness.baltor.ai"
    }
  ],
  "items": [
    {
      "id": "inside-arena-baltor-side-by-side-runtime",
      "url": "https://blog.baltor.ai/posts/inside-arena-baltor-side-by-side-runtime.html",
      "title": "How Compare Runs Without-Baltor vs. With-Baltor Side-by-Side in Real Time",
      "summary": "Compare executes identical prompts with identical model weights across two isolated WebGL2 and sandboxed execution lanes, attributing every frame-time, physics, and constraint delta to the surrounding harness.",
      "date_published": "2026-10-18T04:00:00Z"
    },
    {
      "id": "contract-cards-under-2kb",
      "url": "https://blog.baltor.ai/posts/contract-cards-under-2kb.html",
      "title": "Why Every Baltor Capability Starts as a < 2 KB Contract Card Before Loading Source",
      "summary": "Loading full source files during discovery exhausts model attention and causes middle-rule drop. Baltor separates discovery from materialization using typed contract cards under 2,048 bytes.",
      "date_published": "2026-10-18T04:00:00Z"
    },
    {
      "id": "blender-geometry-nodes-and-manifold-verification",
      "url": "https://blog.baltor.ai/posts/blender-geometry-nodes-and-manifold-verification.html",
      "title": "Eliminating Non-Manifold LLM Meshes in Blender bpy and Three.js r170+",
      "summary": "Unassisted LLMs generate 3D meshes with open boundary seams, inverted winding normals, and self-intersecting lathe profiles. Here is the exact half-edge manifold gate Baltor runs before exporting .glb assets.",
      "date_published": "2026-10-18T04:00:00Z"
    },
    {
      "id": "godot-4-scene-trees-and-swept-aabb-controllers",
      "url": "https://blog.baltor.ai/posts/godot-4-scene-trees-and-swept-aabb-controllers.html",
      "title": "Building Playable Godot 4 and WebGL Games That Survive Revision",
      "summary": "Why single-file AI games break on the second edit, and how decoupling scene trees, swept-AABB collision controllers, and barycentric terrain samplers keeps creative projects editable.",
      "date_published": "2026-10-18T04:00:00Z"
    },
    {
      "id": "motion-graphics-spring-physics-and-fourier-epicycles",
      "url": "https://blog.baltor.ai/posts/motion-graphics-spring-physics-and-fourier-epicycles.html",
      "title": "60 FPS Motion Graphics: Why Spring Physics and DFT Epicycles Beat CSS Keyframes",
      "summary": "Linear CSS keyframes snap unnaturally when interrupted and cannot synchronize complex vector contours with audio phases. Baltor uses analytical second-order spring solvers and Discrete Fourier Transform epicycles.",
      "date_published": "2026-10-18T04:00:00Z"
    },
    {
      "id": "3d-advertising-spots-pbr-anisotropic-lighting",
      "url": "https://blog.baltor.ai/posts/3d-advertising-spots-pbr-anisotropic-lighting.html",
      "title": "Procedural 3D Product Commercials in the Browser: Anisotropic Metals, Rim Lights, and Camera Beats",
      "summary": "Why single-directional-light Three.js scenes look like plastic, and how Baltor composes 4-pass studio lighting rigs, brushed anisotropic clearcoats, and Catmull-Rom camera beat splines.",
      "date_published": "2026-10-18T04:00:00Z"
    },
    {
      "id": "distributed-systems-simulation-as-a-component",
      "url": "https://blog.baltor.ai/posts/distributed-systems-simulation-as-a-component.html",
      "title": "Simulating Backpressure, Consistent Hashing, and Shard Failover Before Writing Production Code",
      "summary": "Unbounded retry loops turn a 200 ms downstream latency spike into a cascading cluster outage. Baltor's discrete-event simulation components test token-bucket admission, bounded-load consistent hashing, and jittered circuit breakers before deployment.",
      "date_published": "2026-10-18T04:00:00Z"
    },
    {
      "id": "flexible-solution-graphs-and-engine-slots",
      "url": "https://blog.baltor.ai/posts/flexible-solution-graphs-and-engine-slots.html",
      "title": "One Loop Runtime: Composing Deterministic and Model Nodes with Swappable Engine Slots",
      "summary": "Every executable graph vertex in Loop Engine is a Loop. Learn how Practitioner, Intelligence, and Solution roles combine with swappable engine slots in engine_slots.yaml so engines can be replaced at runtime without changing a caller.",
      "date_published": "2026-10-18T04:00:00Z"
    }
  ]
}