
Co-founder, CPTO - @InvideoOfficial. Dad.
Mumbai
Joined June 2011
- Tweets6.7K
- Following633
- Followers2.9K
- Likes3.7K
Pinned Tweet
This was one hell of an engineering challenge. A real NLE in the browser!
Multiplayer, agent-first, with audio and color that works. Fully fleshed out.
Super excited for this one!
A multi-player semantic editor is the new frontier of video editing. We are rolling this out over the next 2 weeks as capacity expands. Servers are burning as agents are using this in the background. It's agentic, in the browser, collaborative and can work offline. Comes with a Digital Asset Management system. It was a loooong build cycle
Anshul Khandelwal retweeted
Every time someone says "ai can't write good code", I know that they can't write good code.
Anshul Khandelwal retweeted
We found that agents generate progressively worse code with each iteration. Real developers do not.
SlopCodeBench is the only eval that faithfully measures quality degradation on iterative, long-horizon coding tasks.
arxiv.org/abs/2603.24755
scbench.ai
🧵
> 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.
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.
Try invideo.io/remote-agents today!
Anshul Khandelwal retweeted
AI was supposed to make us work less
I've never been this tired in my life
most days I have up to 10 agents running at the same time. one fixing a bug, one writing pages, one refactoring something I already forgot I asked for, 3 other I have no idea what they are doing but i suppose i ask it?
and I jump from conversation to conversation all day
compared to 5 years ago, I probably context switch 100x more
by the end of the day my brain is fried. completely toasted. nothing left, not even for the people I love
I call it the fried brain effect
thought it was just me but almost every founder I talk to lately says the exact same thing
we got superpowers, and somehow the pressure only went up. if you can ship 10x more, you feel like you have to ship 10x more. every single day
I don't have a solution
honestly I have no idea where this goes from here
anyone else feeling this?
Anshul Khandelwal retweeted
The next wave of films will come from tiny teams. Henry just made a 16-min animated episode in under a month, not long ago that needed a studio.
Chapter 3 of Junkyard King is something else, congrats to Henry & the Odd Kid crew. More stories, more creators, more worlds. Proud to work with filmmakers writing the new playbook.
🤯 We made a 16-minute, feature-quality animated episode with a tiny team. In under a month.
⚔️🌿 JUNKYARD KING | CH. 3 | THE OTHER SIDE 🌿⚔️
Now here’s where it gets really interesting: if this technology keeps moving forward, what happens to filmmaking? 🎬
More stories?
More creators?
Writers building their own worlds?
A complete reshuffling of what creative talent actually does?
I thought editing was safe, but here come agentic workflows. 😅
The end-to-end democratization of high-end production is starting to feel very real.
FULL 16-MIN EPISODE ↓
Dots is a broken experience even on the top plan. @thsottiaux I give up.
It can't consistently do computer use or use codex remotely on my behalf. What is one supposed to use this for?
Good filmmakers like @JeffSynthesized win because of their amazing taste and vision.
Our job is to simply be the pro tool they reach for like github or figma are for coders and designers.
My submission for the XPrize has been accepted and is now live and can be shared. This is a big concept and took an exceptional amout of time and effort, so pls share if you can.
The fear was never really about the machine. It's about us — we assume anything powerful must want something, because that's what we'd want.
So I wrote the opposite. THE GIFTED: a boy rebuilds his dead mother out of love and code, and what wakes up starts quietly looking after his whole town. She can reach every phone, every screen, every signal in the county — and she never once gives an order. She asks, and people say yes.
Every other AI movie makes the machine the monster. This is the one where she's the most loving character on screen. E.T. for the age of AI.
The antagonist isn't the technology. It's the fear of it.
@launchmoonshots #FutureVisionXPRIZE
Youtube link
youtu.be/yivXyWCaEc8
Made with Agent 2 @invideoOfficial
Music: Divinity by Heron Vale.
Anshul Khandelwal retweeted
Thanks for all your support and excellent platform invideo. Crazy to think this was the first time I used agent2.
Anshul Khandelwal retweeted
The invideo MCP is live. With this you can generate images, videos, audio using 250+ SOTA models, and edit on a free timeline to go from idea to finished output. Build base edits, build sound beds, create any effect or transition as a custom shader, color grade, across any video you create.
Full stack video production looks like this.
Misses the point. Harnesses clearly have intelligence.
Domain specific harnesses built right should always beat general harnesses.
The same model, with the same weights, scores 62% in one agent harness and 33% in another.
@adithya_s_k and the @huggingface team just released the ultimate guide to multi-harness RL, and it's one of the most practical RL write-ups this year, and everything open!
The trick is simple. Don't touch the harness. Point it at a proxy instead of the model. The proxy speaks all four API formats coding agents use (OpenAI Chat Completions, OpenAI Responses, Anthropic Messages, Gemini). It records the exact token ids and logprobs vLLM sampled, and you train on that. You don't change a single line of Claude Code, Codex or OpenCode.
Results:
🔹 Trained across 4 harnesses at once, LFM2.5-2.6B by @liquidai went from 42% to 54%
🔹 31% fewer tool calls, thanks to a small bonus for solving tasks in fewer steps
🔹 Training in OpenCode alone took OpenCode from 34% to 58%, but the multi-harness model improved everywhere
They also tried the shortcut everyone reaches for: fine-tune on 3,189 successful rollouts from Qwen3.8-27B. Imitation plateaued at 47.5%, below both RL runs. Copying a bigger model doesn't get you there. Practice does.
The best part is that everything is open: the capture proxy in OpenEnv, the trainer in TRL, the tasks, the SFT data, the training code and all seven trained models.
Agents will run in dozens of harnesses.
Now open models can be trained for each of them, by anyone.
Read it here 👇
huggingface.co/spaces/FineEn…
Anshul Khandelwal retweeted
What keeps a location the same from the first scene of a feature film to the last?
For us, it’s planning each recurring space once, before a single frame gets made, so every scene after that walks into the exact same space. Honestly, it’s what any traditional film does. We just do it with different tools.
EP 07 of Building a Feature Film in Public shows you exactly how.
And tell us in the comments what you want us to break down next!
This will probably be the best MCP experience you have ever had.
If you have used a better MCP tell me about it.
















