
#gamedev vet, C# fan, DOD/ECS expert. Made Robocraft & Svelto.ECS.
UK
Joined July 2009
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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
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.
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…
I don't think it has never been so bad as it is today. Maybe during the 80s?
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)
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.
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/
Shout out to @Kahl_Sada and @paolodiprodi for the idea which includes more than just this
Sebastiano Mandalà retweeted
After months of development, Flesh Dynamics is finally LIVE on the Unity Asset Store! 🚀
From realistic flesh jiggle to deformable tires, jelly, and soft objects — it's been one crazy journey of physics bugs, late nights, and breakthroughs.
Couldn't be prouder of this release! 💚
Get it here: assetstore.unity.com/package…
#Unity3D #GameDev #IndieDev
Sebastiano Mandalà retweeted
34 years ago today, Commodore released the Amiga 1200.🎉
21 October 1992. A slimline machine with a 32-bit 68EC020, AGA graphics that finally brought 256 colours, 2 MB of RAM, and a price of £399. It was the last great Commodore home computer — powerful, expandable, and still the one a lot of us wish we’d never sold.
Now the legend is coming back in a new form.
THEA1200 (from Retro Games Ltd) is a full-size recreation with a real working keyboard, HDMI output, USB ports, Workbench included, and 25 classic games pre-loaded. Load your own titles via WHDLoad, switch between A500/A600/A1200/CD32 modes, and plug it straight into a modern TV. It’s shipping 4 December 2026 — just in time for an Amiga Christmas.
The original A1200 launched the AGA era. THEA1200 is bringing that era back for a new generation (and for everyone who still hears the boot sound in their sleep).
Were you an Amiga 1200 owner, or are you jumping in for the first time with THEA1200?























