#gamedev vet, C# fan, DOD/ECS expert. Made Robocraft & Svelto.ECS.

UK
Joined July 2009
I promised this years ago and I finally took the plunge. Svelto.Tasks 2.0 is out! Why did I do it? - I wasn't happy with .Net tasks for games - It has a ton of extra features, including simplify synchronization for massive parallelism
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I can't believe our first user is a robocraft player :D
Well if someone of my followers is interested in robotics could be interested to see a very early version of the product robosim.spinworks.tech/. if so let me know! #Robotics
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Well if someone of my followers is interested in robotics could be interested to see a very early version of the product robosim.spinworks.tech/. if so let me know! #Robotics
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Polysmith starts from my 2003 code with like a couple of dozen of files, now it's 249 cpp/h files + tests :O
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Sebastiano Mandalà retweeted
Check the demo, it's free. And also please add a review if you want more UNIGINE-powered games.
Don't let the cops ruin your day, keep that whip sparkling and get your money up! 🚓🧼💵 The Rideshare "Stimulator" Demo is out now on Steam, PlayStation 5, and XBOX Series X|S!
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Look a game not made with unreal that looks amazing
Check the demo, it's free. And also please add a review if you want more UNIGINE-powered games.
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For a short time the difference will be done by tooling, but yeah there is no need to pay for engines anymore
If Unreal is vibecoded, then no point in using & pay roaylities to Epic. Just ask AI to generate you an entire new Engine (youtube prove it kinda works), and don't forget to ask Claude to "inspire" from UE5. This way you've your own free Unreal-like! scr: xitter.cf/TimSweeneyEpic/status/…
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you really can't trust AI. I Asked opus to make the click ray / triangle intersection faster using BVH. My face clustering algorithm naturally provides a perfect fit OOBB tree...Opus implemented a new BVH instead to reuse that...The risk of having code for free.
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Sebastiano Mandalà retweeted
This meme is killing me 😂
Saw a guy call it cuck coding instead of vibe coding because you just sit in a chair and watch😭
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After 17 years in Portsmouth finally experiencing the pompey energy
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a bit of late nite gaussian map experiments
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Is it me or cyberpunk show is incredibly boring?
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Sebastiano Mandalà retweeted
Kimi K3.1 Pro is now available in OpenCode Go
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I am "I need glasses to read the monitor" years old :O
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Sebastiano Mandalà retweeted
We just launched OpenUSD support on the @huggingface Hub 🎉 Yesterday, @nvidiaomniverse put 2,500+ SimReady assets on the Hub. Forklifts, robot arms, engines, hospital equipment, all OpenUSD. You can also search the whole library in plain English huggingface.co/spaces/nvidia… huggingface.co/datasets/nvid…
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I don't think it has never been so bad as it is today. Maybe during the 80s?
The crash in the game business nowadays is the first for the new generation of gamers, but only one of several in the history of games. Here are my thoughts from 2000 when a maker of beloved but long-unprofitable games went under.
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We are looking for the first 100 early adopters to join our journey discord.gg/7r5kTxnmA6
After 6 months of development, our physics-based robotics sim is finally live! 🤖✨ We combined Unity with MuJoCo to bridge the gap between an authentic, useful simulator and a genuinely fun game. Play it here 👇 🕹️ spinworks.itch.io/robosim 🌐 robosim.spinworks.tech/(1/2)
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A Total dickhead if true 😅
OpenClaw's creator burned $10M in tokens last month. That's $120M a year on one person. Enough to pay 500 senior engineers for a year. 'AI is cheaper than hiring.' Is it?
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So the AI bubble is burst, next wave will probably be robotics!
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Sebastiano Mandalà retweeted
I did this prediction simply building my TinyLMs and REI for Game Boy Color. If only people were trying to build from scratch one they will figure all the bloating that was left to fiddle with numbers. Over and over again in my career I've seen this same thing happen. Initial implementations inch forward but are monstrosities that nobody questions because they work until cost is important. Seen it every single frigging generation for almost 30y (yes I started hacking very early)
Meta published a paper that might end the current LLM era. They proved that we can kill the "tokenizer" forever and it actually makes the models stronger. Every AI you use today (ChatGPT, Claude, Gemini) reads text the exact same way. It chops your words into arbitrary chunks called tokens. It relies on a massive, bloated vocabulary of around 100,000 specific chunks just to understand a sentence. We assumed this was the only way to build AI. We treated it as the fundamental speed limit of language models. Meta proved we were completely wrong. Their new paper, "Breaking the Token Ceiling," ditches tokens entirely. Instead, they forced the AI to process raw bytes. A vocabulary of just 256 values. The results rewrite the rules of model efficiency. By training on pure bytes and distilling the knowledge, these tiny models didn't just survive. They dominated. Meta's distilled 1B-parameter byte models asymptotically surpassed state-of-the-art token models like Llama 3.2-1B and Gemma-3-1B across downstream tasks. They use a fraction of the vocabulary. They require less data. They take up less storage. It forces the model to actually learn the fundamental relationships between raw data instead of relying on pre-packaged text chunks. This is a massive shift for anyone building, training, or deploying AI. We’ve spent the last five years obsessively optimizing how we chop up text to feed these models. It turns out, the bottleneck wasn't the intelligence of the model. It was the tokenizer.
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This is what I have worked on for the last few weeks. We will launch the first playable MVP soon. It's a game but technically is more, it's a way to collect training data to apply in real environment, a field that is an interesting alternative to game dev robosim.spinworks.tech/
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Shout out to @Kahl_Sada and @paolodiprodi for the idea which includes more than just this
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