2026-08-17 · Armin
Studio Jan Henrik Hansen
Prototypes & Documents
Interactive experiments you can click around in, and written work you can read. Newest first.
2026
August
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.
2026-08-07 · Armin
SpaceMusic Vault
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
One Queue Many Tools
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
The Factory - Results and Automation Platform
2026-07-23 · Armin
Web-First Automation Authoring
2026-07-20 · Armin
A Musical Timeline for SpaceMusic
2026-07-16 · Armin
Rebuilding a Studio PC on Windows 11 IoT LTSC
2026-07-15 · Armin
From Export to Object - Print Pipeline
June
2026-06-26 · Armin
Owning Our DNA - A Directus-Backed Data Platform
Building a home for our DNA data with diagramming.
2026-06-26 · Armin
SpaceMusic Web UI Architecture
How SpaceMusic runs today: one Host process launches the engine, serves the web UI, and translates between them.
2026-06-25 · Armin
The Cloud-Only Library
How browsing, picking, and flipping will work once the operator's disk stops being a library
2026-06-12 · Armin
The Host Becomes the Front Door
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 UI and Streaming Architecture
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
Where the Headless UI Should Decode
Three ways to render SpaceMusic's controls in a browser. We built and measured all three.
2026-06-03 · Armin
Headless UI technology evaluation
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
Headless engine + separate UI process
Plan for separate executables for SM (Core + UI)
May
2026-05-21 · Armin
A-B Runtime Architecture
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
Scene Loading and Smooth Transitions
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
SpaceMusic - File Management
Plan on how we handle file management in SM
2026-05-14 · Armin
How the Prototypes page works
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
UI Rendering and its Fundamental Challenges
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.