Living/working today is aday, S/AI thinker, future optimist. Basically Lazy/Automate Everything. Collaborating with Codex for 100% AI game OMP Universe. AEM/BIS

Joined February 2026
Still a long way to get to the moon, logistics estimates 4 mins.
9
Major breakthrough this morning ... not really, just the same daily crunch of guiding a bunch of digital code monkeys that want to keep adding unlimited lines of bananas to their codebase.
1
11
Lots of progress across many integrated features, along with some UI improvements that help immersion into the world building side.
8
Upgraded @spacetimedb to V2.12, was a little more work than I was expecting because I needed to update rust to a newer version. Codex handled it, just took a lot longer than other updates. Still looking at how to use the new features, but feels good to be current!
1
1
124
Last year I was adding AI supported content inside the game, but the cost of the API was too high for my budget to test it. With Sol down to $.10 that's within range to do some testing, but still too much for continual use in the playtesting, but it doesn't seem like it won't be for too much longer.
19
Current take: Falcon 9 doesn't fly, it just jumps really high.
3
108
Have you even posted, then get a bunch of negative comments, and reread your own post too late to edit and see that it's not really what you meant to say; but you know trying to reply and clarify will just make it worse?
16
How was your Thursday, mine was ok.
1
19
I'm going to keep being me, you can label all you want
2
21
upgrading to @spacetimedb v2.12, so far a little more complicated than I was expecting, but nothing that Codex can't handle.
1
16
Brown Coyote Studios retweeted
Most games fail. I made ~$2 million in my solo indie gave dev career which puts me in the top 0.1% of solo indie game devs. You know how many of my games I consider a financial success? One. 80% of that revenue was one game. Paid for the rest. If you're in software for the money, game dev is not the way to go. Divide my revenue up over the hours I worked, subtract expenses, and I made about what the average junior software engineer makes working for a big company. A third of what I make now. Make games because you love to make games. Make them with a.i. if you love a.i. Make them without a.i. if you enjoy that. But know that you've picked a market where your odds of financial success are about as low as they possibly can be for a software engineer whether you use a.i. or not. So many anti-ai haters are throwing stones in a glass house. The amount of "indie game dev" labels I see on people's profiles who have never shipped a game in their life is absurd. Ship a game first, then talk shit. But know that you're talking shit, not speaking the truth. I don't know what motivates people who have never shipped a game in their life to tell other people that their game will fail, but if you're on the other end of this, just know that they have no idea what they are talking about. Nobody does. Gamedev is even less understood than filmmaking and 80% of the 600 films that hit theatres every year are financial flops. 99% of advice in gamedev is complete bullshit. Millions of games get made, some of them succeed, then the successful devs give talks at GDC like they knew what they were doing. Then a bunch of people copy that formula and fail. There is no formula. Do your own thing. Explore. Discover something nobody else has discovered. Create a new mechanic. Go crazy. And enjoy the process.
“your AI game will probably fail.” probably. so will plenty of handmade games. at least mine gets to exist before it fails
86
173
17
2,029
91,569
Anyone else still having compacting issues on Sol? @thsottiaux
10
I'm working on the game, and it seems like a fun thing to assemble the rover for mining. But now during testing I've done it a dozen times, and it doesn't seem fun now. I'm guessing I need to finish, then step away from it for a few days, then try it again, and if it's still not fun, then adjust it. Oh, the good old days of creating the functionality, and the grind now of form.
11
I thought our default was supposed to be 500k, it keeps auto compacting too soon also.
10
I've been using Astra to create first-pass block assemblies. Wow. Once you start visualizing objects, it seems a lot more real. But also, Wow, there's a lot of objects I need to create. The thrill portion has worn off. Maybe when I get to the finish detail stage it will be WoW again.
16
If biology turns out to be too messy, will engineers just skip legacy health care and go straight to perfecting nano-bots?
1
13
I'm trying something new. With these extra tokens, I'm setting up an orchestrator thread, ok new to me, that coordinates the feature builds. I probably shouldn't, as I have not actually had the game running since I moved it to the new dev machine. But tokens.
11