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PJensen/README.md

PJensen

Software architect and AI systems builder focused on collapsing the distance between idea and execution. I design AI-native development environments, simulation substrates, and governed application systems that allow complex software to emerge quickly, safely, and iteratively.

My work tends to live underneath the visible layer — the primitives, the state models, the constraints that shape what becomes possible. I’m interested in systems where software is synthesized rather than hand-assembled, where iteration is cheap, and where understanding compounds faster than code.

That thread runs through everything I build: deterministic simulation engines, agent-driven architectures, roguelike worlds used as system stress tests, and development environments designed to translate emerging AI capabilities into practical workflows.

I care about substrate. The layer below abstraction. The mechanics that make complex systems navigable.

Outside of software, I paint, sculpt, ski, drum, and grow rare medicinal plants. Each discipline reinforces the same idea: precision and creativity are not opposites — they sharpen each other.


Projects

ecs-js — A tiny, deterministic Entity–Component–System core in pure JavaScript. Zero dependencies. No build step. Fourteen source files.

Caller-driven ticking — the library has no opinion about time

Phase-agnostic system scheduling with topological ordering (before/after)

Seeded PRNG + deferred structural mutation = deterministic simulation

Snapshot / restore for replay, branching, and time travel

Archetypes, hierarchy management, cross-world references

Query builder with where, project, orderBy, offset, limit

Entity-local scripting via handler tables

Storage flexibility: map for clarity, soa for throughput

Built for simulations, agent systems, and complex interactive state.

Other Projects

JSHack — A roguelike world used as an architectural stress test for agent-driven systems and simulation design.

DotNetHack — Earlier roguelike experiment exploring emergent mechanics and system-driven gameplay.

Deity-JS — A headless mood and influence engine for simulations and games.

Pixel_Buzz_Box — A real-time survival game for Raspberry Pi Pico in an infinite procedural world.


Writing

I publish on Substack — essays on AI-native development, simulation architecture, substrate design, and systems thinking.


   

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  1. ecs-js ecs-js Public

    Entity–Component–System architecture for JavaScript Zero dependencies. No build step. Deterministic, phase-agnostic, and caller-driven — your loop, your rules.

    JavaScript 3

  2. JSHack JSHack Public

    JavaScript 2

  3. ImageFeedMiner ImageFeedMiner Public

    A system-tray windows application that pulls images from online cameras. By default it's pointed at several views of Mt. Washington.

    C# 1

  4. Elliptic Curves Elliptic Curves
    1
    # Authors: Pete Jensen, Natasha Mandryk (math)
    2
    class ECurve:
    3
        def __init__(self, p, a, b):
    4
            # Define basic variables, coefficients and prime p.
    5
            # (y^2 mod p) = (x^3 + ax + b) mod p
  5. Hex2 Hex2 Public

    Hex game for DOS; written for Borland Turbo C V4.5.2 (last build 2008)

    C 1

  6. DotNetGUI DotNetGUI Public

    Console GUI Framework

    C# 5