AJ Weeks (@_ajweeks_) header
AJ Weeks (@_ajweeks_) profile picture

Diving deep into technical AI alignment. Lead organizer of the Stockholm Center for AI Safety. Former graphics programmer.

Stockholm, Sweden
Joined October 2012
Photo by AJ Weeks (@_ajweeks_)Photo by AJ Weeks (@_ajweeks_)Photo by AJ Weeks (@_ajweeks_)Photo by AJ Weeks (@_ajweeks_)Photo by AJ Weeks (@_ajweeks_)Photo by AJ Weeks (@_ajweeks_)Photo by AJ Weeks (@_ajweeks_)Photo by AJ Weeks (@_ajweeks_)Photo by AJ Weeks (@_ajweeks_)
AI skeptics often criticize AI companies for dramatizing the projected impact of AI to generate headlines. I am feeling reassured this week as executives of leading AI companies are all asking, and hoping, for international agreements for oversight and slowing down progress (1/5)
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In no way can these measures be good for business, so it shows their understanding of the inherent risks this technology brings with it. They see the trends clearer than anyone, and understand that the current trajectory looks good for no one. (2/5)
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I quit my job in May to focus full time on the risks from the rapid development of AI, and recently wrote up some thoughts plus my early plans for contributing towards mitigations: ajweeks.com/posts/2026-05-22…
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I just released a Unity synthesizer asset that allows you to blend between waveforms directly in Unity 🎵 Play around and record what you create on a virtual keyboard using midi or keyboard & mouse! 🎹 Check it out here: 🎹 u3d.as/2A6R #madewithunity #unity3d #gamedev
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I implemented Linearly Transformed Cosines this weekend, with great help from the supplementary material provided. Really great technique for area lights, I wonder how many games use it. Thanks to the authors for publishing: @eric_heitz @self_shadow @daveneubelt & Jonathan Dupuy
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I still have a few kinks to work out, like why specular goes to zero as the view direction approaches (0, -1, 0).
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Leaked footage of the journey to the center of the universe (heads up, there's no guard rails)
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Just found out about the amazing @Sonic_Pi, really excited to mess around a bit more with it. Also interested to see to what extent if can be interacted with through an API.
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Working on procedural terrain & road generation. Getting the two to meet nicely is tricky but satisfying once working. Last two images show with/without smoothing of the verge.
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Application Verifier is a godsend, I was pretty lost with some heap corruption happening in Flex engine without it, but with it enabled the issue became immediately clear. Does anyone use anything else for this kind of task on Windows?
Another jam done! Manage your hopeless employees at a failing nuclear power plant by flinging irradiated ​waste out of the window, maintaining the reactor, and tuning the turbine to stop mayhem from unraveling! #gamedev #GodotEngine #ggj21 ajweeks.itch.io/ultimate-eff…
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Turns out distance constraints look a lot cooler when you dress them up with a coil
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Basic cloth sim using just PBD distance constraints on a tessellated plane. Self intersection can occur fairly easily, and you have no control over surface bending, but even still it's surprisingly realistic! (gravity is maybe a bit weak though)
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I got really jazzed about a physics solver technique called position based dynamics from a @twominutepapers video (youtu.be/F0QwAhUnpr4) so started to implement it in Flex engine tonight. It's a super simple technique to understand and implement. #screenshotsaturday
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Just implementing the first paper in the chain of three so far (1) PBD: matthias-research.github.io/… (2) XPBD: mmacklin.com/xpbd.pdf (3) PBD w/ RigidBodies: matthias-research.github.io/…
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Added the ability to hook the wires up yourself, with very WIP (and partially broken) rendering for the time being.
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Flex engine now supports writing code in game (in a custom language) that gets compiled and evaluated, and can affect the world around it. In this case turning the lights on and off. Really excited to see where else this leads.
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I'm not sure yet if the language will be just used in game, just used for scripting mechanics, or both (or neither!). I don't think most players would be keen on writing code, but I like the idea of it being there as an additional layer for those who want it.
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Daily MSVC shenanigans: /JMC (just my code, enabled by default) adds **10ms** per frame in my application, just so I can automatically step over system calls? Yes it's debug-only, but that's where I spend 99% of my time.
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_mm_div_ps latency timings; 11, 38, 11, 13, ... eh, I'll get back to you by November 14th 🤷‍♂️
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Really amazing stuff covered here, this shows why it can be well worth having a custom engine.
For today's news we're releasing a talk by our senior graphics programmer! In his presentation, Alex explains a process of creating rendering tech in Path of Exile and talks about various related topics. youtu.be/whyJzrVEgVc
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I made a sand-stacking 1v1 game in #godot engine this weekend with five friends, play it here! electric-jammers.itch.io/sla… #GodotEngine #gamedev
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The main point of the jam was to see how easy Godot was to learn, and given that most of us hadn't worked with it previously and yet were able to make this in 20 hours shows that it lives up to its hype!
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GPUs and particles are a match made in heaven. Rendering 2M in 2ms with a naïve approach.
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I think I should port this to VR... 🤔
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