World class timewaster and feature creeper. Working on @Robotopiahq, a first person Talking Simulator™ about our robotic future.

Joined February 2011
226 Photos and videos
I made the silliest Claude Code hook: it uses a second Claude to auto-approve read-only commands. Commands that modify things still bubble up. In practice it kills most permission prompts! Have fun with it 🫡 github.com/Tomato-Cake-LLC/c…
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Oh and Robotopia will have a level editor to make your own scenes (and share them). It's coming along nicely:
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Hello whoever's still here 🫡 Surprise, I've been working on a new game in the last couple years! I wanted to find out if LLMs could be "intelligent" NPCs in a real 3D game, and it turns out they mostly can :) It's called Robotopia, and it's a 3D adventure all about (human) creativity and getting robots to do your bidding with your voice. You can try the PC/Mac alpha today on our discord below!
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The other day we taught our robots that "Clanker" is a bad word (guest star Coleman!)
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Rust is a great language, but I feel like a lot of fans want to use it for _everything_ and then get burned. Rust is for writing engines, and there it works great. It's weird to see once fanboys throw away the whole language because it didn't occur to them to just like use Lua
Here's also our postmortem of 3 years of Rust gamedev, and why we're leaving Rust loglog.games/blog/leaving-ru… #rustgamedev #rustlang
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Literally every issue in this post is solved by doing gameplay in a scripting language within the Rust engine? It seems pretty rash to just throw it all away without considering that.
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ECS is bad actually, and you only need it if you absolutely need third party developers to register new systems and components without your engine knowing their types. Which is about 0% of the games
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In any real game, the alleged cache coherency advantages disappear when every entity becomes a different combo of components, and the component table becomes so sparse that getting the next entity in a view is a cache miss anyway
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While the downsides in terms of usability are real, and apply the whole time to everything you do.
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Well, at least OpenAI managed to stop OpenAI from releasing AGI! Great success
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Sooo is there anyone in big tech that isn't dealing with circa-1980 USSR levels of political dysfunction, or do I only know unlucky people? Sometimes I wonder how big tech companies ship any product 🤔
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I can't believe this worked so well so protip: if you're moving, you can tell siri/alexa/google what you're putting in each numbered box. Then you can paste every list into ChatGPT and it will tell you which boxes you have to open to get stuff ready!
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Half my stuff disappears for years every time I move, so this is kinda life changing
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This is why I'll never be right wing. Whatever you want to do about immigration, these are real humans, who are scared, tired, caught in an unfamiliar country. And these dudes are taking selfies with them like they are cattle. It's just hatefulness and lack of empathy all around.
30 Sep 2023
US Border Patrol just reported the highest number of recorded illegal immigrants in history at over 260,000 this month. The full number, including unrecorded, may be over half a million per month, which is the population of Wyoming.
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"The Unity Runtime fee will not impact the majority of our developers. The developers who will be impacted are generally those who have successful games" Wow, this must be one of the worst line a company has ever tweeted, I applaud the courage
12 Sep 2023
Today we announced a change to our business model which includes new additions to our subscription plans, and the introduction of a Runtime fee. We wanted to provide clarifying answers to the top questions most of you are asking. Yes, this is a price increase and it will only affect a small subset of current Unity Editor users. Today, a large majority of Unity Editor users are currently not paying anything and will not be affected by this change. The Unity Runtime fee will not impact the majority of our developers. The developers who will be impacted are generally those who have successful games and are generating revenue way above the thresholds we outlined in our blog. This means that developers who are still building their business and growing the audience of their games will not pay a fee. The program was designed specifically this way to ensure developers could find success before the install fee takes effect. We want to be clear that the counter for Unity Runtime fee installs starts on January 1, 2024 - it is not retroactive or perpetual. We will charge once for a new install; not an ongoing perpetual license royalty, like revenue share. We looked for ways to lessen the impact on developers, and provide ways to bring the Runtime fee to zero. If you’re using any of our ad products, Unity Gaming Services or cloud services, etc. please contact us to discuss discounts. We are actively listening to and following your questions closely. Please review our FAQ (on.unity.com/3PAiqHH) on today’s announcement. We also invite you to continue to discuss these changes with us on our forums: on.unity.com/3RmyLRx.
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"Don't use our engine if you plan to make a successful game" - Unity
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So I suppose we're just letting the "new owner" get away with posting Tucker & nazi dogwhistles every day? I really tried to move wherever people moved, I even tried Threads... but people just kept posting here. The usual sad lesson on the effectiveness of internet "protests".
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"Tiktok square hole meme" but it's someone solving every TOTK shrine with Recall
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Ah crap, I actually finished a side project instead of daydreaming about finishing it, and now it turns out it wasn't that good of an idea. Clearly a rookie mistake.
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It's a lot easier to stick to the FA part of FAFO for sure
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