Made: PsiloSybil, Tokonoma, Anura, making: Innards

Joined August 2020
Never forget what they did: they put Innards on Steam and let you play the alpha for free. It's the first hyperbolic action game and you should play it, stream it, break it, hate it, beat it, lick it, etc store.steampowered.com/app/5…
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very good video, thank you for covering Innards
Replying to @BadVertexDev
@BadVertexDev I played your game and love it! Your story is inspiring and I'd love to know more honestly. Check out my video if you want. instagram.com/reel/DezVzPLS2…
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humiliating. It's heartbreaking to see just how much we have permanently lost.
Craziest arXiv paper this month: "The author has not independently checked the analyses and does not have the expertise to verify every technical detail" arxiv.org/pdf/2610.28575 Meanwhile, arXiv blocked 島袋隼士's paper @bukuro8810
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I've been using ECS for my engine+game which are scaling to massive, with no issues at all. I never really understood this taboo. I fear people suffer because they try to cram OOP patterns in functional frameworks
>open source game engine >ECS come on guys can we try to not follow trends for one minute
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like spawning AudioManager singleton entities... I think bevy with its "totalitarian ECS" philosophy has some responsibility for nurturing these habits. imo it's simpler to just use one world when and where it's needed and no more.
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my game is a unicum. It contains programming ideas that don't exist anywhere else. Cuckcoding could not reproduce the vision behind it in a million years, since it can't steal them from other projects.
Replying to @BadVertexDev
I bet you that, barring art, Claude could recreate the mechanics of your game in a week, tops
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I have to announce that Innards is no longer open source. Source code won't be distributed from now on. The base game will still be free to play. It saddens me, but we live in the rotting corpse of a world now. Which is ironically the plot of the game
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we're all gonna die.
Woah woah woah. The lead is buried in paragraph four.
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unless we do something that violates tos to say
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it is illegal. Its proponents are banking on loopholes, extensive corruption (such as US gov) and lack of international coordination to get away with it
why is AI theft not illegal yet?
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the usual "send me a key to your game for review" scam emails are starting to arrive with clanker prose. The gippities clearly only know my games through piecing together my patch notes. And honestly? that's rare
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a single paragraph of human README is sufficient because it's impossible for any LLM on the planet to drop the emoji shopping list yuppie histrionics under any circumstances.
how do you credibly signal that a project was built with care and isn't slop
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pump up those demo plays numbers. Innards is now approved as a category on twitch. play insane games in curved spaces. do it in public on tape. punish me for having created it. the world is ending youtu.be/MLsY6XOC7bI
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(now in the end times I have to tack on a disclaimer that this was made 100% by human hands.)
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Servile, flaccid dog. "ah well... we have to accept... it's like the plough..." look at what you have made of yourself for spare change. I accept nothing.
I know it's hard to accept. As a game dev myself with over a decade of experience, it's a big bruise to our egos as artists, engineers, and writers... But we just have to accept reality and the fact that Ai is here to stay. Instead of hating on it, we can use it as a companion to increase our productivity without replacing the creative process that makes game dev fun. During the Industrial revolution, farm workers and small farmers initially rejected new agricultural machinery. Those who adapted early had an advantage, but eventually, everyone had to adapt.
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no existing game engine was suitable for Innards, so I made my own from scratch. I re-implemented hyperbolic versions of rendering, collisions and physics, spatial indexing, lighting, spatial sound, cutscene scripting, terrain authoring, lighting, text rendering, UI, particles,
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Need doubles => can't use GPU accel. No such thing as "rectangles" => can't use quadtrees. Can't compare vectors at different pts => forget almost all ordinary game vector math. Camera frustum is warped => culling is complex. It's a fractal of beautiful unique challenges
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our butt was making so much poop we had to invent a new kind of toilet
New on our Engineering blog: Creating in-house source control. In May, we merged around 2,500 code changes per day. In September, we merged more than 30,000 per day. As a result, we became bottlenecked by developer infrastructure built for human (rather than agent) scale. Here, we share how we built a new version control system—and fully migrated our monorepo from git—in five months: anthropic.com/engineering/re…
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