metaverse jesus

Joined July 2022
12 Photos and videos
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18 Feb 2025
Encrypt all chains. Introducing Seismic, the encrypted blockchain.
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Today we launched ihavenofriends.ai, a feed of characters you can talk to in realtime. They respond in 500ms end-to-end (STT -> LLM -> TTS) on a single EC2 instance Cloudflare Workers. This costs ~$0.002 per minute of speech (90x cheaper than OpenAI's Realtime API)
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introducing ihavenofriends.ai create any character and talk to them instantly
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9 Dec 2024
We’re excited to introduce Daimo Pay: onboard users from any coin, any chain → instant action in one click. The goal-state Ethereum UX is possible today. Check it out:
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16 Nov 2024
Sorry, but this information is simply incorrect by orders of magnitude. (Just woke up, time to put out some facts). SP1 is blazing fast and uniquely supports precompiles for keccak256 and full secp256k1 acceleration, giving it a 10x speedup that makes the costs of full ZK proving affordable. OP Succinct's fixed proving costs are between $1000-$3000 a month, NOT $1M a year. The proving cost scalability is also wildly off. Based on recent SP1 performance: • ETH transfer: $0.0004 (4/100 of a cent!) • ERC-20 transfer: $0.0007 (7/100 of a cent!) • DEX swap: $0.004 (4/10 of a cent!) This comes out to $1000s per month, NOT millions per year. Not sure where the numbers in this chart come from (maybe its from benchmarking their own zkVM), but remember to DYOR and talk to us directly about OP Succinct and what it costs. We have several teams who are already running OP Succinct testnets and have their mainnets scheduled to go live soon. The mission to make every rollup a ZK rollup continues.
15 Nov 2024
Replying to @RiscZero
4/ Breaking down Kailua's cost and compatibility advantages:
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16 Nov 2024
Replying to @intoverflow
Tim, I really respect you and your engineering team. You all are really smart, which is why it's hard to feel like any of this is in good faith: • A few weeks ago, we put out new numbers for proving costs. Members of your team replied to that tweet, so I know you guys saw it, and you could have cited those. x.com/JacobEv3rly/status/184… We have since improved SP1's perf further and gotten to the numbers I reference in my most recent tweet (release coming soon)! • As @fede_intern mentioned, a blog post from 2 months ago in a space that moves very quickly is outdated (your team knows this very well): x.com/fede_intern/status/185… He ran the stack himself and arrived at numbers an order of magnitude better than the above: x.com/fede_intern/status/185… • Even when taking numbers from an outdated blog post, in the same table you cite, for Base we have numbers of 0.61 cents/tx. Why take the highest number out of all of them? • Our post doesn't reference numbers for "fixed proving cost" (it's simplified, for readability), so I'm not sure where that number came from at all. Unfortunately, it's totally off. In my reply, I simply wanted to clarify what costs we offer today, for any potential customers that might have the wrong info. Taking a step back, all of this Twitter back and forth is just a waste of time for both of our teams and the space. We're focused on actually deploying our stack and having people use it. The costs I cited in my reply are what we offer to real customers today. And they're rapidly getting better. Now that our info is out there, will try to not engage any further on this topic and focus on shipping, thanks.

Replying to @JacobEv3rly
yeap, around 300k is what we had a few weeks ago
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What if prediction markets were 1000x more expressive? Today @sofianeflarbi and I are launching TMR.NEWS: the first natural language prediction market. Judged by AI & secured by crypto See tomorrow’s news at TMR.NEWS
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16 Aug 2024
(̿▀̿ ̿Ĺ̯̿̿▀̿ ̿)̄ ミ★ "𝘍𝘖𝘙 𝘐𝘔𝘔𝘌𝘋𝘐𝘈𝘛𝘌 𝘙𝘌𝘓𝘌𝘈𝘚𝘌" ★彡 TLDR: anybody.gg on @base NOW 𝘼𝙉𝙔𝘽𝙊𝘿𝙔 𝙋𝙍𝙊𝘽𝙇𝙀𝙈 is the most a͢d͢v͢a͢n͢c͢e͢d͢ t͢e͢c͢h͢n͢o͢l͢o͢g͢y͢ in the history of onchain gaming and ¢yptography.
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the ocean has given me much more than has taken
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Introducing elements.fun, an endless crafting game on @base Combine elements Earn ETH A weekend hack with @sofianeflarbi
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1/ @topology_gg is hosting Autonomous World at @ethcc meet-up on July 11th, from 9:30 AM to 1 PM. Join to learn about the latest research findings in the Autonomous World community, including the latest updates on the Topology Protocol and other AW games. Link next thread.🧵 👇
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THIS CURSED MACHINE - MISSION LOG. 49 TB zipbomb just airdropped to every Stump's hippocampus. Q1 flashing before your eyes. IYKYK. ****************************************************************************************************************************************************
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contribute to concrete -> get rewarded some good-first-issues nice and ready to be worked on!
21 May 2024
GM! Introducing another project that will be participating in this #ODHack's edition: Concrete! A framework for building application-specific rollups on the @Optimism Stack! Looking forward to this! 😊
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22 May 2024
Curious about onchain games? Join us at 2.30 for a talk of @therealbytes from Concrete Labs on making real-time onchain games 👾
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21 May 2024
GM! Introducing another project that will be participating in this #ODHack's edition: Concrete! A framework for building application-specific rollups on the @Optimism Stack! Looking forward to this! 😊
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When VCs get together, they talk about trends and moats and valuations. When builders get together, they talk about where to buy cheap compute.
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ARK RTS
Introducing Ark RTS and the Archetype Engine: A new model for fully onchain games Ark RTS is a fully onchain real-time strategy game drawing inspiration from iconic titles like Command & Conquer and Warcraft 3. You can play it right now. No waitlists (see below). Archetype is the engine powering Ark. By vertically integrating the client, smart-contract framework, and the chain, it unlocks multiple novel features for onchain games: ⏳Ticking: The game world is always in action, even when players are not directly interacting with it. 🕹️Real real-time: Instant-feedback interactions and fluid real-time movement. 💾 Quick sync: The custom OP Stack execution engine has a built-in state snapshotter to make syncing the game client extremely fast.
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