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SF
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Replying to @SahilBloom
This. When you’re at your worst you just need strength for tomorrow
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Replying to @mrloldev @ironcarbs
no, I sleep w/ my laptop. Those agents need love too
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Replying to @mrloldev @ironcarbs
bro what are you even saying, you literally live at the office It's like a blind man saying he doesn't watch instagram
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@grok answer this kiddo
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why won’t you cook this for us Leo? WHYYYYY
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Replying to @surpugaz
Brothers of Atlas
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The era of intelligence-renting is over, welcome to the age of owning your intelligence
Own your intelligence stack, folks! Revolut joins the ever-growing list of companies that see owning the intelligence stack as paramount to staying competitive. That's the role open-source AI plays today. If you think of companies as mini-AGIs, you quickly realize the importance of owning the intelligence stack.
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DM me how can I help :)
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Good news of the day
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The number of job offers you receive per day in sf is scary
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Replying to @jackfriks
Literally me
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Replying to @sachalegrelle
Dm me your email boss 🫡
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A friend gave me the idea of a personal news letter with monthly updates. Who wants in?
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Wish me luck
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Can we agree on how beautiful SF is at night?
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This tweet is 10x more important than the game itself Goldmine info
Replying to @poteto
trivia: • started working on the game as a side project 4 days ago, landing ~1,150 PRs • every time i found an issue in the code i asked bot to make a lint rule against it • used TLA+ heavily to find bugs in the game's various state machines: the story, cutscenes, the game's systems. there are many formal verification skills, one for each major system • i put context into the filepaths: code that runs every frame or every tick gets a .hot.ts extension, and a lint rule bans allocating in it (no object literals, closures, new, etc.), so the game loop creates almost no garbage and GC doesn't cause stutters • game engine is mostly custom. three.js draws the 3D scene, but the simulation, post-processing and audio are all ours • the simulation is fully deterministic, so every run replays exactly from its inputs. when you post a high score, the server replays your whole run to check it isn't cheated • we generate dynamic og:images for every run based on your final stats, and it's all localized too! the game supports 10 languages • my favorite feature: the music seamlessly transitions into different music for the various biomes, continuing the previous melody • no audio files. all the music and sound effects are synthesized live in the browser by a custom Game Boy-style chip (two pulse voices, a wave voice, noise) plus a synthwave layer. the songs are written as text in code • all the pixel art is code. every sprite is a file drawn with one shared palette and packed into a sprite atlas at build time • it runs inside an X post, from the 245px card up to full screen. the bar is 60 fps with 500 enemies on a mid-range phone • the build fails if the first download goes over budget. it's about 124 KB gzipped right now • bots play the game headless to tune each difficulty against target survival rates • comments are banned by a lint rule. if code needs explaining, the fix is a better name or a test
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Ofc, we're healthy ppl
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yo that's my office (SPC)
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this is really cool I've always been frustrated by video editing being only 20% creative expression and 80% grunt work We're one step closer to "I have this cool idea of a shot, make it happen"
Introducing Kino: make videos end-to-end with Claude Code and Codex. Drop your footage, get highlights, edit together, send links for feedback, and let your agents cook. AI is becoming a great creative partner. Kino is a new home for your team and agents to collaborate.
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No shit Sherlock
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