
Design @owner · Maker of small apps · Investor in small companies · 🇿🇦🇨🇦
Victoria, BC
Joined March 2009
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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…
Can someone @SlackHQ explain these doohickies? They're like suggested todos or something, but there's zero rhyme or reason for when they appear.
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.
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.
App Store review continues to be deeply unserious. In less than a minute it went from In Review to Rejected... lmao
Someone on here was building a killer device mockup tool, please help me remember what it was called. Web-based, full lightning control, etc.
Generational fumble losing dot.com to your competitor. I don't even understand how that happens.
Blessed by the algo and my For You feed is almost entirely game dev again (proper games). Happy place achieved once more.
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.
I don’t understand how people will time and time again willingly hand over personal information to meta.
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
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.














