Not everything on this site is enterprise AI. This is a personal project — a complete RTS, hand-written in C++, that now also runs directly from this domain.
CraftWar is a Warcraft 3-style RTS designed, coded, and pixel-arted solo — pure C++, Win32, no third-party engine and no frameworks. You command a base, level up a hero, and compete on macro against a rival while a neutral horde hammers both players' gates at once. It has seven playable races (Alliance, Horde, Scourge, Sentinel, Radiant, Dire, and AI-Borgs — a networked machine-intelligence faction), ten tower-defense levels, and an AI that starts adapting to how each opponent plays.
Multiplayer runs on deterministic lockstep at 20Hz — the exact same simulation runs on both machines, synced frame by frame through a custom P2P relay, with no third-party physics engine or prefab networking library. It's the same architectural rigor I apply in enterprise AI work: deterministic, auditable systems, no black boxes.
The full game — including the engine compiled to WebAssembly, playable directly in the browser — is now available at [guatemalia.com/craftwar](https://guatemalia.com/craftwar), in addition to its own site at [craftwar.guatemalia.com](https://craftwar.guatemalia.com). It's literally the same game, the same servers — nothing to install to try it.
Because both things come from the same head: the same engineering discipline I use to build production agents and reliable RAGs is what went into building a deterministic game engine from scratch. And because 30% of every CraftWar sale goes straight to charities that support children, dogs, and cats — worth mentioning.
Carlos Montiel is an enterprise AI solutions architect. He implements LLMs, Agents, RAG, and orchestrators for companies across Guatemala and Latin America. Reach out for a consultation.
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