<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>Faruk Yıldırım | Unreal Engine C++ Gameplay Programmer</title><description>Faruk Yıldırım, Senior Unreal Engine gameplay programmer. C++, GAS, combat, AI and developer tools. Explore game contributions and download my CV.</description><link>https://thyke.github.io/</link><language>en</language><item><title>A Flow node that waits for a story condition—and knows when to stop</title><link>https://thyke.github.io/blog/flow-wait-lifecycle/</link><guid isPermaLink="true">https://thyke.github.io/blog/flow-wait-lifecycle/</guid><description>How my WaitNarrativeFact node handles immediate completion, change notifications, cancellation, and cleanup without a polling loop.</description><pubDate>Thu, 01 Oct 2026 00:00:00 GMT</pubDate></item><item><title>Why zero and undefined are different in my narrative system</title><link>https://thyke.github.io/blog/narrative-facts/</link><guid isPermaLink="true">https://thyke.github.io/blog/narrative-facts/</guid><description>Inside Coldwater Hollow’s NarrativeFramework: how I represent story state with Gameplay Tags, integer values, and explicit definition state.</description><pubDate>Thu, 01 Oct 2026 00:00:00 GMT</pubDate></item><item><title>Keeping narrative runtime and editor tools in separate modules</title><link>https://thyke.github.io/blog/runtime-editor-boundary/</link><guid isPermaLink="true">https://thyke.github.io/blog/runtime-editor-boundary/</guid><description>A concrete look at NarrativeFact and NarrativeFactEditor: where story state lives, where authoring tools live, and how the dependencies are arranged.</description><pubDate>Thu, 01 Oct 2026 00:00:00 GMT</pubDate></item></channel></rss>