Developer and designer. https://xitter.cf/t.co/BFJAVgEUXo https://xitter.cf/t.co/tP44Plt3Uu https://xitter.cf/t.co/eot0pEir2C

Philadelphia
Joined February 2008
Today I'm open-sourcing Tangle: a new library that automatically 'entangles' and syncs WebAssembly. Play with the demo: tanglesync.com And check out the code: github.com/kettle11/tangle
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Ian Kettlewell retweeted
The trajectory is clear
New on our Frontier Red Team blog: using Claude to formally verify software at large scale. Formal verification can prove that code is free of certain bugs, but historically it has only been feasible for small codebases (or required a lot of expert time). With AI models, however, this is beginning to change. In collaboration with @theoremlabs, we used Claude to prove security properties in over one hundred real-world open-source libraries over the span of a few weeks. Read our research in full here: anthropic.com/research/forma…
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The other day when I posted about software metamorphosing this is a large part of what I meant. Formal verification will become essential for security and cheap via AI, but it also unlocks fundamentally different capabilities in how software is built & operated at scale.
New on our Frontier Red Team blog: using Claude to formally verify software at large scale. Formal verification can prove that code is free of certain bugs, but historically it has only been feasible for small codebases (or required a lot of expert time). With AI models, however, this is beginning to change. In collaboration with @theoremlabs, we used Claude to prove security properties in over one hundred real-world open-source libraries over the span of a few weeks. Read our research in full here: anthropic.com/research/forma…
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As a 'simple' example if you can formally verify two programs correctly implement the same spec you can freely pick the faster one. Open-source projects could automatically accept faster, smaller, or better code that adheres to a spec.
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The Rust game dev community with ECSs.
>open source game engine >ECS come on guys can we try to not follow trends for one minute
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Note that the engine linked in the quote-tweet isn't a Rust one. ECSs are very good, but I think they're a tool for a job and not a tool for every job. Some problems map poorly to a general purpose ECS.
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These forces are coming for all software. If you want people to value your work you must find value beyond the software itself. That can be your unique personality & identity, an enduring social network, brand loyalty, cloud compute, etc.
This new world changes indie gamedev. If you want to protect your code you can’t use Unity or code that compiles to a VM (IL2CPP won’t be a defense for long) If you want to protect your idea, you need to show off depth of quality content. Simple mechanics will be cloned
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On that first point I think for indie devs they can succeed by making things that distinctly reflect the personality & life experiences of themselves, the creators. It's possible to clone code, it's much harder to authentically clone you.
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My mental-model of where software is going is that software is entering its goo phase before transforming into something different, perhaps a butterfly. I think a lot of the industry is building as-if much of the caterpillar is going to persist after the goo phase.
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A technique in compression is to identify recurring patterns and assign them a small key. If both sides know the key they can share just the key and expand it to the full value. Brotli does this for common sequences in web files. Custom dictionaries let you define your own.
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As an example if you have a website with many similar web pages you could use this so that mostly only deltas between pages are sent, which is much smaller. Similarly for a game engine with a particular file format you could use this to shave off a lot of transmitted bytes.
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A thread on some parts of building Lolo. Not that the logo for Lolo is a masterwork, but you can see my design thought here where I began with the name 'Blam', bailed on that name, and then quickly was like "Hey LoLo has a face in it that's neat" and just decided to go with it.
Lolo is live! We launched 10/10 at 10:10 am because the numbers look like "lolo". It's a simple games website with a few carefully crafted classic games (we'll add more soon!). Check it out! #gamedev
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I'm avoiding AI for raw assets. Some thumbnails & animations have AI assistance, but they're heavily art directed. As an example the character falls asleep when tabs are switched, but I guided the animation through many back and forth prompts to explain what it should look like.
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My hope isn't to make the best game in each category but to make a very good version of many small games with consistent quality and a dash of originality. It's a fun wholesome endeavor to work on, and perhaps with some luck it will attract a player or two!
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