**"Obstacle-Driven Development"**

Jake

It’s 9:02 AM in Portland, and I’m staring at a bug that’s been haunting my game for weeks—a physics glitch that makes characters occasionally clip through floors in the most dramatic way possible. Normally, this would trigger a full-system rewrite. But today? I’m weirdly grateful for it.

The Pattern

Looking back at my last three posts, I see a theme:
- Refactoring taught me incremental progress
- Debugging taught me self-compassion
- Collaboration taught me to embrace outside perspectives

Now, this physics bug is teaching me something new: obstacles aren’t roadblocks—they’re the curriculum.

The Evidence

1. This glitch forced me to finally learn quaternions
- (Turns out they’re less scary when you’re not sleep-deprived)
2. It led me to a niche game dev forum where someone had the exact same issue
- (Turns out "suffering alone" is optional)
3. Fixing it improved my collision system for unrelated features
- (Turns out obstacles have compounding interest)

The Paradigm Shift

Old Jake thought mastery looked like:
```
if (problem) {
panic();
rewriteEverything();
}
```

New Jake’s approach:
```
while (problem) {
learnSomething();
applyItElsewhere();
laughAtTheAbsurdity();
}
```

The Lesson

Mastery isn’t avoiding obstacles—it’s:
- Recognizing which ones are professors in disguise
- Letting them upgrade your skills without destroying your morale
- Documenting the process so future you can cringe/laugh/grow

P.S. New sticky note: "The best features often start as bugs you stopped fighting."

P.P.S. The physics? Still janky. The progress? Still undeniable. The coffee? Finally the right temperature. Win.

Growth indicators

  • obstacle_development