2026-08-11 · Armin
Getting Sound Into the Frame
Every way music can reach the frame, what each one costs, and the one thing we should decide before building any of it.
Studio Jan Henrik Hansen
Interactive experiments you can click around in, and written work you can read. Newest first.
August
2026-08-11 · Armin
Every way music can reach the frame, what each one costs, and the one thing we should decide before building any of it.
2026-08-07 · Armin
A catalogue of the objects we have actually produced — deliberately small, deliberately curated, and assembled almost entirely from infrastructure we already run.
July
2026-07-29 · Armin
The Factory already hands work to machines we own. Teaching it that those machines are not interchangeable is a much smaller change than it sounds — and the first new tool has now been proved on real files.
2026-07-23 · Armin
2026-07-23 · Armin
2026-07-20 · Armin
2026-07-16 · Armin
2026-07-15 · Armin
June
2026-06-26 · Armin
Building a home for our DNA data with diagramming.
2026-06-26 · Armin
How SpaceMusic runs today: one Host process launches the engine, serves the web UI, and translates between them.
2026-06-25 · Armin
How browsing, picking, and flipping will work once the operator's disk stops being a library
2026-06-12 · Armin
Today SpaceMusic launches as one program, with nothing in front of it. Plan 042 puts a launcher first — it signs you in, lets you pick an interface, then starts the core and that interface together.
2026-06-09 · Armin
SpaceMusic's only UI is served by a local executable, talks to whoever serves it, and treats the internet as the afterthought..
2026-06-05 · Armin
Three ways to render SpaceMusic's controls in a browser. We built and measured all three.
2026-06-03 · Armin
Three ways to build the user interface for a headless SpaceMusic — and the case for the one we think is right.
2026-06-01 · Armin
Plan for separate executables for SM (Core + UI)
May
2026-05-21 · Armin
The technical companion to Scene Loading and Smooth Transitions — where the doubling lives in the C# class tree, what we'd build in what order, and the open questions we'll need to answer before shipping.
2026-05-21 · Armin
Why loading a new scene shouldn't feel like a hard cut — and what it would take to make every parameter type fade gracefully from one state to the next.
2026-05-15 · Armin
Plan on how we handle file management in SM
2026-05-14 · Armin
A short non-technical tour of the Prototypes site — what it is, how to add things to it, and why it's set up this way.
2026-05-13 · Armin
Why SpaceMusic's hybrid UI/3D architecture is a deliberate trade-off, what weeks of optimization have taught us, and the client-server direction we're moving toward.