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Today I'm open-sourcing Tangle: a new library that automatically 'entangles' and syncs WebAssembly.
Play with the demo: tanglesync.com
And check out the code: github.com/kettle11/tangle
These forces are coming for all software.
If you want people to value your work you must find value beyond the software itself.
That can be your unique personality & identity, an enduring social network, brand loyalty, cloud compute, etc.
My mental-model of where software is going is that software is entering its goo phase before transforming into something different, perhaps a butterfly.
I think a lot of the industry is building as-if much of the caterpillar is going to persist after the goo phase.
Speaking of web standards more people should take a look at custom compression dictionaries are pretty neat: developer.mozilla.org/en-US/…
"we're learning that there's web standards that actually improve how our stuff works”
Maybe have a scroll through specification.website
A technique in compression is to identify recurring patterns and assign them a small key.
If both sides know the key they can share just the key and expand it to the full value.
Brotli does this for common sequences in web files. Custom dictionaries let you define your own.
A thread on some parts of building Lolo.
Not that the logo for Lolo is a masterwork, but you can see my design thought here where I began with the name 'Blam', bailed on that name, and then quickly was like "Hey LoLo has a face in it that's neat" and just decided to go with it.
Lolo is live!
We launched 10/10 at 10:10 am because the numbers look like "lolo".
It's a simple games website with a few carefully crafted classic games (we'll add more soon!).
Check it out! #gamedev
I'm avoiding AI for raw assets. Some thumbnails & animations have AI assistance, but they're heavily art directed.
As an example the character falls asleep when tabs are switched, but I guided the animation through many back and forth prompts to explain what it should look like.
This website is a side endeavor of mine. I've always liked big ambitious projects, and this is the opposite.
I was making non-scammy games for family & friends as an alternative to the app store status quo, and they were enjoying them so I thought they should be public as well.
This category of games is hyper-saturated. The odds of conventional success are low, but I am already happy it's brought a lot of fun to people I know.
Still I'd like to put in enough effort enough to give it a chance at finding an audience.











