Linux, open source, 'cloud native' & AI. Tinkerer. Tech Advisor, AI @ SUSE. Crossfitter. Husband. Dad of 2 girls. xSysdig. xRedHat. My tweets are my own.

Joined July 2007
1,467 Photos and videos
Pinned Tweet
3 Jul 2023
🏠 Home: eduardominguez.es/ ✍️ Blog: underkube.com/ 💬 Mastodon: tty0.social/@minWi 🟦 Bluesky: bsky.app/profile/minwi.bsky.…
2
948
Edu Mínguez retweeted
how my application entirely coded with claude runs

5
3
20
2,047
This week: a US export directive on Fable 5 & Mythos 5, an AI agent running amok in Fedora, dual-GPU passthrough to keep Adobe on Linux, Apple's container machines, and Steam on a Nintendo Switch. underkube.com/posts/2026-06-…
1
1
59
GPS jamming over Europe, LLMs running on a Game Boy Color and a £200 V100, npm supply chain hit, aircraft on your ceiling with RTL-SDR, and DOOM vs the Neo Geo. This week's links: underkube.com/posts/2026-06-…

91
What I'm reading this week: Claude Opus 4.8 drops, undocumented Claude Code configs surface, tools to catch AI slop, Gentoo speedruns, Linux Secure Boot expiration, mesh networks, and ambient sound apps for every OS. underkube.com/posts/2026-05-…
1
2
70
FreeBSD LPE, OpenBSD 7.9, a 10-year Ubuntu-to-FreeBSD migration, Flipper One going community, self-healing WireGuard mesh, AI watermark stripping and more in this week's links. underkube.com/posts/2026-05-…
114
Edu Mínguez retweeted
Fun fact. Only around 0.0000001% of the map of No Man’s Sky has been explored: it would likely take over a million years for the entire human race combined to get over 1%. That statistic is mind-boggling, and mathematically, it is completely accurate. The universe of No Man's Sky contains 18 quintillion planets (specifically, 18,446,744,073,709,551,616). The game does not store pre-made maps. It uses mathematical algorithms to generate planets instantly as you approach them. Spending just one second on every planet would take you roughly 585 billion years to see them all.
291
762
7,763
800,044
This week: dnsmasq patches 6 serious vulns, Hermes Agent hits 110k stars, Faraday cages aren't the safety net you think, and a Mac clock becomes a working Macintosh. underkube.com/posts/2026-05-…
74
Edu Mínguez retweeted
35
974
10,124
147,260
Edu Mínguez retweeted
The mp3 player your parents got you because the iPod was too expensive
58
388
3,538
77,444
Edu Mínguez retweeted
–¡¿17 euros una hamburguesa?! –Llevo guantes negros de plástico. –Ah, perdón. Proceda.
13
192
1,045
27,507
Edu Mínguez retweeted
Replying to @CWood_sdf
Yeah....this was 10 years ago, 2016, on commitstrip.com
5
101
1,420
33,792
New week, new links: dirtyfrag, a deterministic Linux LPE (no race condition, 9 years of kernels), OpenClaw vs Hermes self-hosted AI agents, Chrome's silent 4 GB model install, and a Pi Zero inside a €20 Mac clock. underkube.com/2026-05-09-wha…
1
1
126
Edu Mínguez retweeted
🌾 06-may-2026 Arce: 5 🟢 Compuestas: 2 🟢 Gramíneas: 24 🟡 Olivo: 1 🟢 Otros: 4 🟢 Pinos: 16 🟡 Plantago: 1 🟢 Plátano de paseo: 2 🟢 Quenopodiáceas/Amarantáceas: 1 🟢 Quercus: 78 🟠 #LasRozas
1
49
Edu Mínguez retweeted
Estamos de vuelta!
1
1
1
143
Edu Mínguez retweeted
In 1995, Doom was installed on more PCs than Windows 95. One college dropout from america coded a revolution that changed gaming forever ~ and then kept going. 🤯 Meet John Carmack 🇺🇸 > Born 1970 in Kansas. > Age 14 ~ Arrested for using thermite to steal Apple IIs. Sentenced to juvenile detention. > College dropout after two semesters at UMKC. > Created Commander Keen ~ his first hit shareware game. > 1991 ~ Co-founded id Software in a rented house. > Engineered the 3D engines for Wolfenstein 3D, Doom and Quake. > His code invented the modern first-person shooter genre. > Bill Gates was so impressed he starred in a Doom promo for Windows 95. > His open-source engines became the DNA for Half-Life and Call of Duty. > 2000 ~ Founded Armadillo Aerospace and built rockets in his spare time. > Won NASA’s Lunar Lander Challenge ($350k) from his garage. 🚀 > 2013 ~ Joined Oculus as CTO and led Quest development. > Facebook bought Oculus for $2 billion. > 2022 ~ Quit Meta with the words: “I wearied of the fight.” > Founded Keen Technologies. Raised $20M to solve AGI from his Texas home. > Still codes 60 hours a week from his Texas home. Most developers spend their lives chasing one tech revolution. He quietly engineered three... and he's coming for the fourth. Engineering GOAT. 🐐
83
272
2,328
82,308
Edu Mínguez retweeted
May 7
💥 Introducing "Dirty Frag" A universal Linux LPE chaining two vulns in xfrm-ESP and RxRPC. A successor class to Dirty Pipe & Copy Fail. No race, no panic on failure, fully deterministic. ~9 years latent. Ubuntu / RHEL / Fedora / openSUSE / CentOS / AlmaLinux, and more. Even if you've applied the "Copy Fail" mitigation, your Linux is still vulnerable to "Dirty Frag". Apply the Dirty Frag mitigation. Details: dirtyfrag.io
41
703
2,089
531,884
732 bytes to root on every major Linux distro. No race condition. 100% reliable. CVE-2026-31431 makes the AI agent sandboxing content this week hit different. Also: Claude Code agent teams, PS5 Linux, Greg KH's LLM bug hunter, 26ns NTP with a $20 SFP. underkube.com/2026-05-03-wha…
2
1
194
Edu Mínguez retweeted
Es , desde ya , mi grupo favorito

10
12
83
6,683
Edu Mínguez retweeted
The whole Super Mario Bros game fits in 40 kilobytes. The selfie on your phone is bigger than that. Nintendo had so little memory to work with that five of the levels you played as a kid are exact copies of earlier ones. World 5-3 is World 1-3 with a few Bullet Bills flying in from off-screen. World 5-4 is World 2-4 with every fire bar turned on at once. Worlds 6-4, 7-2, and 7-3 also reuse old level data. Same map, different paint job. In 1985, Miyamoto’s team had 32 kilobytes for the game’s code and 8 for the graphics. About one phone photo’s worth of space, total, to hold the entire game including physics, music, art, and 32 levels. So they wrote each level as a recipe. “Place a pipe here. Stack twelve bricks here. Drop a Goomba at this spot.” The game cooked the level live as Mario walked through it. When the cartridge ran low on space, the team pointed to an old recipe and dropped new enemies on top. The two screenshots in the source tweet look like cousins for the same reason. Miyamoto built every Mario level from the same tiny pile of building blocks. Start with the brick staircase that ends most stages, the pyramid stack of question blocks, the pipes that always rise from a shared baseline, and the rule that Mario can only jump four blocks high. That last one sets every platform’s height across all 32 levels. Move those pieces around and the player feels like they are somewhere new, even though they have seen the parts a hundred times. That is what makes 8-1 and 8-3 feel like the same world wearing different clothes. The 8-1 staircase is a solid wall of bricks. The 8-3 version is the same staircase shape, but built out of floating coin blocks with empty sky between them. Same outline. Completely different game. This was Nintendo trying to save space. It accidentally became one of the most copied design tricks in video game history. Forty years and 40 million copies later, the game still teaches designers a single lesson. Build a small box of pieces well, and the player will think the box is endless.
How did i not notice this until my 40s....
23
417
4,419
792,865
My weekly reading list is out! 55 links this week — heavy on AI agents & Claude Code, a sandboxing deep dive, SDR/hardware hacking, and a hairdryer that made someone $34k on Polymarket 🤣 underkube.com/posts/2026-04-…
65