at://jaystevens.me/network.cosmik.card/3mjvzmrdvpx23

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  "$type": "network.cosmik.card",
  "content": {
    "$type": "network.cosmik.card#urlContent",
    "metadata": {
      "$type": "network.cosmik.card#urlMetadata",
      "author": "joewintergreen",
      "description": "This week I built a Source Engine style input/output (I/O) system for level scripting in Sleight of Hand, and if you don’t know what that is or means, you have that in common with most game developers. It’s an astonishingly useful thing to have on any game with level scripting (it’s how Valve’s games do it all the way from Half-Life to Half-Life Alyx). It’s empowering to level designers, and the time and work it stands to save you is unquantifiable but immense. It’s also simple and easy! I’m gonna jot down here how mine (in Unreal) works, but also make a case for the feature in the first place, because like all the most impactful good ideas, most people don’t see the point right away. Alas, I fear I will have to use headings.",
      "imageUrl": "https://www.joewintergreen.com/wp-content/uploads/2026/03/image-36-768x251.png?wsr",
      "siteName": "joe wintergreen internet zone",
      "title": "I/O systems for level scripting – joe wintergreen internet zone",
      "type": "article"
    },
    "url": "https://www.joewintergreen.com/i-o-systems-for-level-scripting/"
  },
  "createdAt": "2026-04-20T08:15:05.526Z",
  "type": "URL"
}