Joined April 2016
168 Photos and videos
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Temporal Assault Constructs. T.A.C
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The outrage and negativity from coders towards AI assisted coding especially for games is incredibly revealing. They have a problem with others embracing childlike curiousty and play because they have lost it themselves. AI isn't the problem. Them "growing up" is.
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Absolutely. You cannot say as a government that you support free speech if you attempt to implement things that dictators dream of achieving.
Our statement on the UK government’s demand that all content on all devices sold or used in the country be scanned, on the presumption of nudity, using a dystopian combination of age verification and content scanning. This proposal will not safeguard children. It endangers us all. signal.org/blog/pdfs/2026-06…
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Sometimes I see all that I can see. People, faces, dreams, buildings, cars, phones, technologies, intention, hopes, fears, ideas, concepts. For a moment I see so many of the strands connecting it all, and then it's gone, and I never know when I'll see it all again. We all dream
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Interferion game version running fully in browser is 80% finished with @grok build. Took around 7 actual working days. Crazy results. Next up AI opponents. Two approaches. Traditional else if scoring system or Monte Carlo/MCTS. Hybrid might work as well. Hype intensifies.
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Locked in. When @grok build had to implement the first working system for hardware in the game it created sub-agents and worked for 10 minutes straight. It did a one shot, the whole thing in one go. Over 200 lines of code interacting with over 15 scripts of game logic.
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Witnessing history. Second half of hardware mechanics and rules being created. The longest its had to work so far.
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I just had my 25th "How did it do that?!?" moment with @grok build. The web based version of Interferion has gone beyond anything I thought this model could do. I discuss. I plan, make guidelines, I restrict, check and then verify again. 8 months of work in less than a week...
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I keep waiting for it to fail. To get stuck and not be able to pull it off. It just keeps powering through. My mind is absolutely blown. This is just the beta. The beginning. Hype intensifies.
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This was a good read. Be coming back to this a few more times in the future.
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Day 4 of being locked in with @grok build. Free credits finished, instantly went over to Heavy subscription. Did over 6 months of porting the C# @unity version over to the browser in under 4 days. I still have not written one line of code by hand.
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Locked in with @grok build. To see what it can do I've given myself the goal of creating a single player version of Interferion that runs completely in the browser. So far it's been the most incredible experience I've ever had creating with code. More below👇
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Mirroring system almost works (mirrored pieces are red) Pasted in 300 lines of C# got an explanation from the original Grok and gave it to grok build. Almost nailed it in one shot. Just need to flip the diagonal mode and we'll be good to go.
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Progress update on the Interferion browser prototype (last ~24 hours): What was done: • Finalized the core 27×20 rectangular hex grid with correct flat-top staggering and coordinate parity to the existing Unity prototype. • Established a single source of truth for coordinates: the q and r values stored in each Hex object are now exactly what gets displayed on labels and used for all data lookups (no more post-generation sign flipping). • Began building the real data layer, modeled after the C# architecture. Introduced a modular system using separate maps (coverMap, etc.) keyed by hex coordinates. • Created src/data/CoverLayouts.js and src/data/BoardLoader.js to handle cover configurations cleanly. • Integrated the first real cover layout data (Complex2Player) from the C# version into the prototype. • Implemented basic layered terrain rendering (base hex smaller cover hex) with live visual tuning controls. • Moved from hardcoded test data to a proper data-driven approach for board setups. What’s next: • Continue populating the remaining 2-player cover layouts (Station, Streets). • Add deployment zone data. • Implement the mirroring system (so we can define raw layouts and mirror them as needed). • Start loading full board configurations based on player count cover type mission. The goal is to keep the JavaScript version modular and close in spirit to the existing C# systems while staying lightweight. (explained by @grok )
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Setting up a server at home to run some Hermes Ai-agents with @grok It's incredible that I can just put grok in voice mode and have it walk me through the entire setup. What a time to be alive.
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Getting the hang of @getPlasticity to create the modular hexagonal board pieces for Interferion. It's a fantastic piece of software but I'm still going to struggle for a while as I'm so used to a traditional modelling workflow.
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Ramen time. Just bought @getPlasticity Time to learn how to do hard surface modelling without the damn triangles. Now I'll be able to accurately create the modular pieces for the battle board.
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I need to create modular 3d printed board pieces for the @interferionGame I couldn't find a tool anywhere which allows you to create Polyhexes (clusters of Hexagons) and then play around with layouts. Together with @grok I created this simple tool in a web page.
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New features for the @interferionGame app. New SDF fonts. New calibration screen for all mobile phone resolutions. New full screen Shader pipeline working for different visual effects like scanlines noise. New color scheme and UI style.
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