Joe Simo retweeted
today is the day.
the first ever Resend conference starts in 3 hours.
the team worked so hard for this.
and now we're finally here.
Joe Simo retweeted

Theo - t3.gg@theoOct 20
United States
United StatesConnected via United States App StoreAccount-level information, not a live location or per-post device.
π«‘
Introducing tsrs: a Rust port of the TypeScript compiler π¦
We are not forking TypeScript!
β In close collaborating with the TypeScript team
β Up to 8x faster than TS 7.0 & ~70% less memory
β Runs in WASM, so it works in your browser & on Workers
β Soon part of the Oxc toolchain
npx tsrs
blog.cloudflare.com/typescriβ¦
Joe Simo retweeted
resend forward, live from Mar del Plata π¦π·
on Oct 21, we're opening the basement HQ for a watch party with our local tech community. talks on the big screen, coworking, coffee, and pizza to close the day.
free entry, limited spots
luma.com/uj5tsf5b?tk=da6Dkh
Joe Simo retweeted

Theo - t3.gg@theoOct 14
United States
United StatesConnected via United States App StoreAccount-level information, not a live location or per-post device.
Gemini 4 Argon has proven to be outright unusable for real code work in my codebases. It aggressively hallucinates about how systems work.
Joe Simo retweeted
THURSDAY btw :)
Getting developers to try something new isnβt easy. @haleyrdm has built a career on moving people from βmaybe laterβ to βlet me try this.β Thursday, on @SheShipsPodcast, @RoxanaCodes sits down with Laravelβs Sr. Manager of Demand Generation to talk growth: luma.com/torcdo-7m2u
Joe Simo retweeted
We've been looking for more ways to collect feedback from coding agents about the problems they encounter while using Next.js.
If you'd like to help, enable ππ‘ππππππππππ.ππππππ΅πππππππ. You review each report before it's sent, and we use them to make Next.js better.
Replying to @nextjs
Coding agents encounter framework errors and workarounds we may not otherwise see.
The experimental ππππππ΅πππππππ workflow drafts reports for you to review before sending, helping us improve Next.js based on the problems coding agents encounter.
Joe Simo retweeted
Will you join the @resend Running Club for a morning run near the Golden Gate Bridge?
βͺοΈ Tuesday, Oct 20 β’ 7:30am
βͺοΈ Crissy field β’ SF
βͺοΈ Custom swag and snacks
βͺοΈ All running paces welcome
Spots limited. Apply to join today π
Joe Simo retweeted
Day 18. Building the game I've dreamed of for 15 years with AI.
I've learned how to build proper levels with AI. I take the design and the architecture, and AI helps me put it all together and check the balance.
I made the first level of my game almost entirely by hand. I wanted to understand how it works and what I like, from how big the trees should be to how the textures tile. After a day digging around in the terrain tools it all made sense, and I could see how much of it could be automated by painting zones.
Claude helped me a lot with the tileable textures. Matching the colors took a ton of iterations, and that was the hardest part of the whole level.
For level two I took a different route. I built myself a simple HTML planner with a logical map of the level, where I place everything and design the layout. Painting a level and making it fun to play are two different jobs, so I kept the design for myself.
We even made automated tests with Claude: 2D simulations that show which routes a player takes and how hard the level is. They're rough, but they give a real sense of how the level plays.
Once the plan was ready, I handed everything to Claude, and 3-4 hours later I had a working level. It reused the patterns from my first level, scattered objects unevenly so nothing looks placed on a grid, and generated extra props whenever I asked.
I showed it one example, it picked up what worked, and we turned that into a skill for the next levels.
The video is a quick flight over level two, then how it got there, from my first sketch to the version I play now.
Day 17. Building the game, I've dreamed of for 15 years with AI.
Dang.. this whole process is getting so much smoother.
My first flying unit is in the game! The harpy took a little over a day, including the time I spent getting distracted along the way. One of the smoothest characters I've made so far.
I used my existing workflows from concept to getting her into Unity, and tested GPT-6.1 Sol on this one. It worked beautifully.
Also, if you're making game models, I really recommend Tripo P2.0 with Smart UV.
The UV layouts are good enough that I can take them through Image Edit to make roughness maps or masks for emission. Having a clean layout makes those texture edits so much easier.
For this quality of UVs, the only alternative I've found so far is unwrapping by hand. Smart UV saves me a lot of that work.
Look at her in motion. I'm so happy with how she turned out.
I'll make a separate video about this workflow too, including how it's getting faster as I refine it.
Your #SFTechWeek side quest: find the Clerk Van π π
We're making the rounds next week during @techweek_. Spot it, snap a photo, tag us, and we'll send you a mini van.
Tiny van. Big auth energy.
Joe Simo retweeted
we're building something new...
an inbox. for people and for their agents.
if you want to try it before anyone else and tell us what could be better, now's the time π
Joe Simo retweeted
It's hard to believe that there's only three weeks until Resend Forward!
We'll meet in San Francisco for a one-day conference to talk about building high-quality software.
Will you join us?
Joe Simo retweeted
Thank you to all the artists who glorify and reflect God's light through their artwork. Thank you @campelectric for the amazing tickets to meet and worship with the musical legend @tobymac
Joe Simo retweeted
Calling ALL DFW startup, investor and entrepreneurs.
Luma link in π§΅
π€ Made with AI
Joe Simo retweeted
Reminder that sponsorships for React Miami are OPEN and moving!
Don't miss out on being a part of another incredible year!
super smash bros melee is fully decompiled, this project started in july 2020, so it took over 6 years. the progress was hugely accelerated by llms and finished off with astra. it's a very large game with 3.88mb of compiled code.
github.com/doldecomp/melee






























