working on @ultramarketsxyz - prev founded @lazerpay | ex eng @makerdao @xendfinance @paystack | @paradigm & Interact Fellow

Based in United Kingdom
what was cancelo doing there?? tf
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what is this game lmfao
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my boy yamalllll!! always comes through for me!!
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Torres again lmfao
Replying to @pyjeebz
fairs fairs
pedri out??? he has been controlling this midfield
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PSG will understand why we sold Ferran. useless player lmao
Replying to @olusesan__tolu
hey bro, check your dm
njokuscript.um retweeted
i tried to work through being sick and my body sent me back to bed twice. wrote about why i couldn’t just stop nitter.siddz.com/i/article/211248032707…
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njokuscript.um retweeted
When I was writing Unreal Engine 1, my time was divided as follows: - Around 30% went to seriously deep coding on hard problems: assembly language texture mappers, C++ BSP trees, data persistence, object oriented systems design, and networking. - Around 70% was just typing and refactoring large bodies of code needed for a complete engine feature set. This was not hard, and while I was doing it my mind was mostly on the deeper coding topics, thinking and planning for what's next. It didn't feel much different from vibe coding today, except that it was just me typing code on an IBM Model M keyboard rather than prompting it and reviewing the results. So, it has always seemed perfectly logical that we would rely on AI for that 70%, once the AI could do it with a similar quality standard as we could, which has never been perfection. It came as no surprise that, after a few years of AI model evolution, it was able to take the reigns on that 70% and free up programmers' time for more valuable tasks. What's more of a surprise is the emergence of AI as a sort of insta-Carmack able to solve hard technical problems quite cleverly and often cleanly, and that it's able to reason about and work in complex 3D scenes both by operating the tools and by directly understanding the raw data files. I abandoned assembly language in 1998 when out-of-order CPUs made much simpler C/C++ code faster, and never I missed it. If prompting through architectural documents, concept art, and design plans can transcend typing code and tweaking vertices, that will enable developers to spend their time on higher-level, higher value technical and creative tasks. What matters is the end product, whether it's a game or an engine. Anything developers can do to try out more ideas and make better software and games faster is a win for everyone.
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Well done bro! Massively rooting for youuu❤️
Building Brimble is the hardest thing i've done in my life and to be honest I am kind of suprised to see it's still standing, it's so crazy because we don't support local builders enough and if it's in S.F it's the other way round 1) You get constantly compared to vercel/railway and it's sad because if you want to get people in this space to use it to you need to ship features to the quality they have already set (either same quality or you go higher) 2) After shipping almost the same quality, local users here still force you to make decisions by cutting cost of your product, just because you want them to use it and at the end of the day, you still get compared and you even have no choice. 3) I and abraham have been constantly bootstrapping the product for the last 4 years, so we only scale on demand. We don't have the luxury to throw money into compute unncessarily. 4) There were different iterations of the product just to get PMF, the directions changed about 2-3 times between the years. 5) oh fine, "enterprise" has the money. But at the same time, you need a good amount of money to get the licenses to support enterprise and at the same time, some enterprise will look down on you especially when it's just 2 engineers managing the product, ever since we got the idea in 2022. You do performance and security audits yourself, you need to be extremely stable (just with a team of 2 and after all that, you still get compared. It's very much fine, but nobody gives a damn) 6) Brimble literally has everything (databases, sandboxes, fullstack deployments, autoscaling, static outbound ips e.t.c). Strived to succeed 7) You are also trying to pitch to investors, in a case where some of them don't have a clue or the nuances involved in what you are building. The best everyone has to do is support local products, supporting local products even gives you as a user a ton of advantage. You control the type of features you want, the prices is very affordable for you, you'd get the maximum support you need without having to send emails or wait for 3 business days to get feedbacks. A few angels really believes in the vision and fingers crossed, really love it. But at the end of the day, it still seems you aren't good enough for people to use you. I'm extremely grateful for people that took all of these out of their mind to actually support us in terms of using the product end to end. Sharing reasonable feedbacks and also sticking around even when it had issues. If i have the opportunity to do this again, i would peacefully decline.
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njokuscript.um retweeted
We just completed training Nerve-1, our first AI model built entirely from scratch. Nerve-1 is a lightweight, ~34M-parameter model trained on over 23 billion tokens. It’s designed for intelligent routing, deciding how much reasoning effort a task requires and directing it to the most suitable AI model. It runs entirely on regular CPUs, making routing decisions in milliseconds. We estimate it could reduce our inference costs by at least 30%. Rolling out soon to all businesses and users on @trydecideAI
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“Ni” “how”
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Replying to @FourEyedWiz
People don’t know that AI has been heavily used in games 🤣
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Replying to @asemota
Yes please 😅 I know a couple great game studios we can get him into
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njokuscript.um retweeted
We have a huge pivot underway here at Epic, moving developers around to retool for maximum AI acceleration. The aim isn't to do the same stuff with fewer people, but to enable everyone here to build MORE and BETTER stuff, and to bring the benefits to all teams using Unreal.
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Sad part is that once they see one has worked, they stop being creative, they stop pushing the boundaries of what’s possible and just do the exact thing.
I like the idea of people being free to create, but my god! Nigerians can be hilarious and shameless copycats. You don't need to have the suffix "life" in your game. You don't need not do a car racing game. The first set even copied using a sub domain to launch. Lol. Ok, there is an idea for a game. A game that teaches you how to learn a language. It should be created for kids and since AI can help you with infinite game play and personalization, it should adapt to the person playing. Once you get 1000 active users, Holla. NOT 1000 sign ups. Not 1M sign ups. 1000 active users. *Bonus points if you start with Igbo. All the best. PS: You could also see how to integrate your own game with Lagos Life.
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