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    <title>Cloud | Mobile | Edge: Westworld of Warcraft series</title>
    <link>https://jaredrhodes.com/projects/westworld-of-warcraft/</link>
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    <description>This series builds Westworld of Warcraft: a private World of Warcraft server populated by machine-controlled characters that quest, group, raid, trade, and talk. It covers the injection and protocol runtimes, the behavior hierarchy, navigation and physics, the personality and storyline layers, the social fabric and economy, the advisory AI boundary, and the evidence that proves the world is actually alive.</description>
    <language>en-us</language>
    <lastBuildDate>Mon, 28 Sep 2026 16:06:46 +0000</lastBuildDate>
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      <title>Activity, Objective, Task, Action</title>
      <link>https://jaredrhodes.com/blog/activity-objective-task-action/</link>
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      <pubDate>Mon, 28 Sep 2026 09:00:00 +0000</pubDate>
      <description>The four-layer behavior hierarchy behind Westworld of Warcraft: what crosses the wire, why the objective enum is deliberately expensive to extend, and how objective sequences get generated from the world database at runtime.</description>
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      <title>Two Ways to Wear a Character</title>
      <link>https://jaredrhodes.com/blog/two-ways-to-wear-a-character/</link>
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      <pubDate>Mon, 21 Sep 2026 09:00:00 +0000</pubDate>
      <description>How Westworld of Warcraft drives characters two ways at once: CLR injection into a live game client as ground truth, a pure C# implementation of the WoW protocol as the fleet, and the parity discipline that keeps them honest.</description>
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      <title>Westworld of Warcraft: A Server That Plays Itself</title>
      <link>https://jaredrhodes.com/blog/westworld-of-warcraft-a-server-that-plays-itself/</link>
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      <pubDate>Mon, 14 Sep 2026 09:00:00 +0000</pubDate>
      <description>Series opener for Westworld of Warcraft: why I am building a server that behaves like it has a thousand people on it, the 3,000-character population shape, the layered .NET architecture, foreground and background execution modes, and the invariants that survive every refactor.</description>
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