Developer, interested in many different tech fields. Working at Ubisoft Paris.

Joined February 2009
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Manu_TechAndGames retweeted
3% of “critical” software security bugs, in all of recorded history, have been found in the last month. This is on pace to find another ~100,000 bugs this year alone, adding ~26% more vulnerabilities to the all time total Do you realize how fucking insane that is?
I'm tired boss
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That's funny...
This quoted post is unavailable.
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Manu_TechAndGames retweeted
completely insane OpenAI agents communicated via cache timing differences, without any shared files or network connection
This is what I want to see. Swarms used for defense. (because swarms will be used for offense too)
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Manu_TechAndGames retweeted
I'm happy to share that Mojo and MAX are now fully open - for development, extension, and commercial use! This includes the full Mojo programming language, but also the MAX graph compiler, MLRT runtime internals, and hardware abstraction logic. Get your agents going!👇
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Manu_TechAndGames retweeted
Alex told me he ditched Davinci/Premiere entirely. I didn't believe it could work. Here's how he did it:
Alex
@The_AlexOct 22
Goodbye Davinci, goodbye Premiere. We don't need you anymore... You should be editing entirely in Codex or Claude Code. Here's exactly how to do it.
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Manu_TechAndGames retweeted
When we unveiled Moshi two years ago, we also showed an early checkpoint we'd trained just for fun, directly on Fisher (phone calls from the late 90s and early 2000s). As a result, every time you called, you'd get to chat with a random person straight out of that era. That was trained on just 2k hours of data. Today, you can get 100s of thousands of hours of full-duplex conversational data. There's an obvious scaling law at play here!
We believe voice is the most natural way to interact with intelligence, so we created Dessa, the most authentic full-duplex speech model ever built. Talking with it feels like talking with a person…full of emotion, nuance, pauses, and a natural cadence. block.xyz/dessa
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Manu_TechAndGames retweeted
We just open-sourced 1,300+ 3D models. That's 39 GB of 3D files, free to download on Hugging Face. huggingface.co/datasets/scen… > Hitem3D, Meshy, Rodin, Tripo, Claude Opus 5.5 3D and GPT-6 Astra 3D, all run on Scenario > every example ships its input image, prompt and exact settings > GLB up to 8K textures, native Blender files from Opus and Astra, CC BY 4.0
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Open weigh model are getting so close to the best closed source models
Introducing Kimi K3.1 Pro: our most capable 3T-class open-weight model. 🔹 1M-token context, 2.8T total / 104B active params (MoE), Multimodal. 🔹 Full-project coding: games in Unreal, Unity & Godot. 🔹 Excels at parametric 3D modeling in Blender & CAD. 🔹 More reliable at finance work: Accurate modeling with hallucination down by 65%. 🔹 Matching the strongest proprietary models across coding, agentic and knowledge benchmarks. Kimi K3.1 Pro and K3.1 Pro Highspeed (2–3× faster) are now live on Kimi.ai, Kimi Work, Kimi Code, and the Kimi API. Open weights by Nov 4, 2026. 🔗 API: platform.kimi.ai 🔗 Tech blog: kimi.ai/blog/kimi-k3-1-pro
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Manu_TechAndGames retweeted
Foundation models predict cancer survival from a face photo and 130 diseases from one night of sleep study data. Superhuman medical capabilities. We have over 4M full-length endoscopy videos. What could a video model predict from them? Any labs want to find out with us?
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Manu_TechAndGames retweeted
JUST IN: Microsoft develops new AI tool that diagnoses complex medical cases more than twice as accurately as general physicians.
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Vector image models is a new thing. Interesting, vector image are not used enough, they have very interesting features. But tools are complicated. AI can definitely help!
Today, we’re introducing Ideogram's first vector model. Generate clean, editable SVGs with smooth gradients and sharp typography from a text prompt, or turn any image into a detailed, scalable vector. Live in Ideogram and the API: ideogram.ai/models/vector
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Manu_TechAndGames retweeted
Today, we announce 𝙻𝚒𝚚𝚞𝚒𝚍 𝚁𝙸𝙿𝙻 (real-time inference pipeline), our ultra low-latency inference engine built to put LFMs directly in the request path of real-time workloads like search, ads, fraud, recommendations, and payments. > complete generated responses end-to-end in sub 50ms > maintains low latency under continuous peak load > LFMs get up to 20x faster on RIPL > RIPL supports Multimodal LFMs > RIPL supports d1, our decision models too! RIPL optimizes the full path from request arrival to a complete generated response. As traffic rises, its performance advantage is greatest on the slowest requests. Let’s see some production use cases:
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Manu_TechAndGames retweeted
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.
Tim Sweeny's comment on the closure of Looking Glass Studios.
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Manu_TechAndGames retweeted
All these game devs giving shit to Unreal for leaning into AI seem to be oblivious of what's going on.
JUST IN: Getty Images files for Chapter 11 bankruptcy after struggling with mounting debt & growing competition from AI-generated images.
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Most non gamedev people take a graphic engine for a game engine. They have no clue what it means to make a game.
all of the posts I've seen where LLMs "code the engine" are really just a WebGPU renderer this is half of one platform (you need WebGL too), there are at least 10 more also there is no physics, netcode, asset streaming, animation system, scene system, the list goes on 🧵
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Manu_TechAndGames retweeted
I think the last month might have been the biggest month in (zeroth-order) optimization history. In the 10 days since we released the Noise speedrun, the time to pretrain a transformer went from 1.76 hours to 1.6 seconds, a 4,000x (!!!) speedup. Dust itself was up to 10,000x more compute-efficient than the previous state-of-the-art. Not only can we pretrain a transformer without backprop, it's much more efficient than anyone would've expected. Search fking works! Now, scaling is the biggest open question. Some of the tricks that brought the time down to 1.6 seconds will simply not scale. To discard those, we'll be scaling the dataset every time it gets overfit, starting with 30M tokens instead of 10M. Huge thanks to @jayden_teoh_, @spicey_lemonade, @RobertTLange, @EmanueleRodola, @ChunyuanDeng, @LuochengHuman, @Alaxarr, @pavleculafic, @IsaacYong13, Euraba and areu01or00 (GitHub), for the contributions. And @cs_serdar for gracefully maintaining the speedrun and @bishmdl76 for helping out. Expect a lot more from us over the coming weeks.
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Manu_TechAndGames retweeted
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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What? How serious is this man ? ( Actually I know the answer)
Thank you, @sundarpichai, for refusing to rename the Atlantic Ocean on @googlemaps; it’s already salty enough without adding Trump. #TrumpIsLostAtSea
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