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Given some intelligent system, an AI that perfectly reproduces any sequence that system could produce must encode the patterns that superset that intelligence.

this was a pleasant blog post to read, i enjoyed the jiggling cat


I never advocated for Windows, but I always used it because it "just worked". At a certain point, I realized - as OP had - that I was spending just as much time configuring Windows as I would be spending configuring Linux.

I've moved to Kubuntu and haven't looked back. Proton support is amazing, and Claude Code fixes the doc-diving problem that used to plague Linux. In fact, with Claude, I was able to get such a buttery smooth setup on Kubuntu - Wezterm auto-saving and restorable sessions (even with multiple windows), a working fading background switcher with history, automounting drives and vhdx images on startup - and these are all relatively simple things, but they were near-frictionless to set up and they don't break on a random Tuesday. I love it and would recommend anyone who is on Windows to reconsider.


One thing I had fun doing last year was having Claude parse some gamebook PDFs I got on archive.org, split them out into sections, and build a wrapper for presenting the sections with possible choices and just watching it play through the books by itself. You can do this with some D&D adventures as well, Claude Code has gotten good enough to run ToEE pretty well.


very interesting stuff! great work and congratulations on the ICLR acceptance!


I was targeted by this exact same attack several months ago. It sounded incredibly real, the emails looked legit, down the domains, Google even has a process for this exact scenario. The only thing that tipped me off is that they sent a login request to my phone. Nothing about the login request seemed off- it even originated from a Mountain View IP. But it was the fact they had sent me a login request which prompted me to drill the voice on why they needed a login request instead of some other form of verification. The disembodied voice soon became agitated and eventually told me that I should expect to lose access to my Google account soon since I hadn't complied with their request.

It was only after I checked Twitter that I saw Garry Tan's callout of the exact same scam. After experiencing it myself, I wouldn't fault anyone who fell for it. The only other tip-off was that the voice was pretty monotone and unemotional, but that only appears obvious in hindsight, not in the moment where you're slightly panicking that someone might be trying to claim access to your account.


It was a great engine. You built a great piece of software.


> It’s like the rise of Unity in the 2010s: the engine democratized making games, but we didn’t see a proportional explosion of good game, just more attempts.

But we did? We've come a long way from the limited XBLA catalog. It didn't happen overnight, but doubtless we wouldn't have the volume of games we have today without Unity, Godot, Gamemaker, Renpy, RPG Maker...


> we didn’t see a proportional explosion of good game, just more attempts.

I'm not sure the 2 of you are disagreeing. We definitely saw an explosion of indie games. In 2010, there were less than 10 indie games released on steam per month. By 2022, there were ~500/mo, and today there's ~750/mo (I expect that the 250/mo jump around 2022 can likely be attributed to LLMs).

What's hard to say is if this increase significantly increased the number of good games. Mostly because "good" is highly subjective, but also, I think something else happens. I've been playing games for the better part of 40 years, and what I noticed, is that in that time, the number of must play games each year has largely gone unchanged, despite the industry being orders of magnitude larger than it was 40 years ago. But that is also tricky, because 2 things happen every year, our standards get higher, and our preferences get more refined.

https://steamdb.info/stats/releases/?tagid=492


You also still have the same amount of time you had 40 years ago. There are definitely more games available, and I would argue the proportion of high quality games has also increased massively, but since you're still limited by the number of games you can play in any given year, you'll never feel that increase.


Why would the proportion of high quality games increase? The number yes, but I expect not the proportion. Lowering the entry barrier means more people who have spent less time honing their skills can release something that's lacking in polish, narrative design, fun mechanics and balance. Among new entrants, they should number more than those already able to make a fun game. Not a value judgement, just an observation.

Think of the negative reputation the Unity engine gained among gamers, even though a lot of excellent games and even performant games (DSP) have been made with it.

More competitors does also raise the bar required for novelty, so it is possible that standards are also rising in parallel.


We had shovelware games 25+ years ago (and probably 40 years ago, though I suspect the lack of microcomputers limited that). There were bargain-bin selections (literally bins full of CDs) that cost a few bucks and were utterly shite. I suspect the target audience was tech-unaware relatives who would be "little Johnny likes video games, I'll get him one of these...". Most of them were bad takes on popular games of the time.

Unity + Steam just makes this process a bit easier and more streamlined. I think the new thing is that as well as the dickwads who are trying to rip people off, there are well-intentioned newbie or indie developers releasing their unpolished attempts. These folks couldn't publish their work in the old days, because making CDs costs money, while now they can.


Since it led to more games, it led to more bad AND good games.

I don’t think we would’ve seen a Hollow Knight without Unity, built by a team of 2-3 devs.


Looking at shareware days and games like Jazz Jackrabbit with team of 2-3 devs also. I don't know if Unity would have been necessary. Ofc, after 20 years there is lot more processing power and lot less memory constraints. But still, I am not sure if such engines fundamentally changed anything.


It'd be quite difficult to deploy the processing power and other resources without an engine.

A 90s PC can't do a complex 3d engine because it lacks the grunt. A 2020s game dev can't do a complex 3d engine themselves because they don't know how to do complex 3d.


As someone reaching 50 years old, we always had such indies, we used to call them bedroom coders, and distributions came in tapes, floppies in magazine covers, shareware CD-ROM and DVD-ROMs.

Maybe it only got visible to the consoles generation around the time of XBLA arcade, and even that was already predated by PS Yaroze and PS2Linux efforts.

Before Unity, we had SDL, Ogre3D, SFML,... but naturally all of those require more coding skills than engines designed with UI workflows in mind.


I think "proportional" is the key word here..


having a really tough time wrapping my head around it but it sounds really interesting


I can second this. I own the physical as well, has many pages going over the code used in the games being covered and why they were written that way.


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