Design @owner · Maker of small apps · Investor in small companies · 🇿🇦🇨🇦

Victoria, BC
Joined March 2009
Wife walks in and asks me why I'm laughing
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Adam Whitcroft retweeted
It's been a lot of fun trying the Duo out for a week, but it feels like I've gotten to use an extraordinarily polished prototype — not a finished product that I'd want to buy and carry. daringfireball.net/2026/10/t…
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The most expensive iPhone ever released, and you get this. I am deceased.
The current state of apps on iPhone Duo: youtu.be/ESABTN4VtrA
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Can someone @SlackHQ explain these doohickies? They're like suggested todos or something, but there's zero rhyme or reason for when they appear.
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I love how Figma just decided to make swapping between account take an extra click. So good.
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On a new tear of building personal mini apps that help with very specific things I'm trying to track / monitor. It's fun building small again.
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With every update that lands in our family EVs, I’m edging closer and closer to selling them and going back to early 2000s cars.
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Had to put on the Christmas episode from the Bear to calm down after that HomeView ad. Good lord.
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Adam Whitcroft retweeted
after several years... i have a new portfolio 👀 prekesh.design/
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App Store review continues to be deeply unserious. In less than a minute it went from In Review to Rejected... lmao
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Someone on here was building a killer device mockup tool, please help me remember what it was called. Web-based, full lightning control, etc.
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How is this even still a thing lol.
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Cole hit the ground running, and hasn't stopped.
two months in.
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I typo'd the address but you know what I mean...
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Blessed by the algo and my For You feed is almost entirely game dev again (proper games). Happy place achieved once more.
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the only sounds I need to lock in
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I'm struggling to find a good resource for sounds. I've found the Soniss packs, but I have to download hundreds to browse for sounds. There are loads of online libraries, but not sure which is best. Any suggestions welcome.
I've always been interested in game development. I started learning Unity after Firewatch came out, because I was obsessed with the game (movement, interactions, look and feel). It took days and weeks to get a basic walking/looking/interacting demo together... and that just had to be OK. That's how things used to be. Over the last ~2 weeks in my down time, I've made 5 games. These aren't the 1 shot things you see folks sharing here (those are mostly either blatant rips or not games at all). Each of my games is a concept I came up with, that has a core gameplay loop, distinct mechanics and an actual start and end. I'm modelling assets by hand in Blender, and using LLMs to hook up all of the heavy stuff - which feels like the correct approach here. I'm not just describing a game and sitting back, I'm actively shaping it through initial concept, hours of play testing and lots of failures and dead-ends. Being able to suddenly just explore a game idea has been so much fun. Also, game UI is hard af to make good. Wow.
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I don’t understand how people will time and time again willingly hand over personal information to meta.
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Henry was kind enough to give me early access to this over a month ago, and it's become my daily driver. Super cool to see just how much it's changed since the early build. Go check it out.
The first time I used a terminal was when I opened Cygwin in CS101 and typed pwd. Since then, I’ve used a terminal as one of my primary work tools every day. But it wasn’t until coding agents that I wanted to change the terminal itself. I’m really excited to share my side project: Nyx Terminal. It’s built for people running lots of coding agents across many projects at once. It is a tool. It gets out of the way. It reveals itself in the details. There are many terminals. This one is mine, and now it can be yours too. nyxterm.com
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I've always been interested in game development. I started learning Unity after Firewatch came out, because I was obsessed with the game (movement, interactions, look and feel). It took days and weeks to get a basic walking/looking/interacting demo together... and that just had to be OK. That's how things used to be. Over the last ~2 weeks in my down time, I've made 5 games. These aren't the 1 shot things you see folks sharing here (those are mostly either blatant rips or not games at all). Each of my games is a concept I came up with, that has a core gameplay loop, distinct mechanics and an actual start and end. I'm modelling assets by hand in Blender, and using LLMs to hook up all of the heavy stuff - which feels like the correct approach here. I'm not just describing a game and sitting back, I'm actively shaping it through initial concept, hours of play testing and lots of failures and dead-ends. Being able to suddenly just explore a game idea has been so much fun. Also, game UI is hard af to make good. Wow.
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