
Software Engineer | GGMU | Poetry * Anime| Farmatrix | @ngscorecard
Nigeria, Africa
Joined January 2015
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mubaraq.sol retweeted
The stablecoin league looks like the Bundesliga.
One club is running away with it. Everyone else is playing for second.
We ranked 10 African digital currencies like a football table. The gap at the top says a lot about African digital money 🧵
mubaraq.sol retweeted
I was at a PVC collection venue today and I met no crowd nor queue. PVCs were ready in packs and even the officials there were wondering why people weren't coming for them.
Elections are not won without PVCs. Let's not just make noise online alone. Please!!!
mubaraq.sol retweeted
We just completed training Nerve-1, our first AI model built entirely from scratch.
Nerve-1 is a lightweight, ~34M-parameter model trained on over 23 billion tokens.
It’s designed for intelligent routing, deciding how much reasoning effort a task requires and directing it to the most suitable AI model.
It runs entirely on regular CPUs, making routing decisions in milliseconds. We estimate it could reduce our inference costs by at least 30%.
Rolling out soon to all businesses and users on @trydecideAI
mubaraq.sol retweeted
Still shipping some QoL updates for Village People.
Anyways, here’s a promo video the Village head said I should show you.
mubaraq.sol retweeted
You can now race your friends live in Danfo Run.
Play for free: danforun.com
Host a road, share the code, and up to 4 of you can race the same Lagos road at the same time. Or take them on one by one, best of 3.
Gbas Gbos → Race your friends.
Thanks to @unclebigbay143 for testing the first version.
mubaraq.sol retweeted
Voice chat has been added to naijagames. You can now speak to your opponents while playing.
And to my whot players, sorry about the bugs , they have been fixed, visual clarity has also improved and a new dial has been added to make card selection easier.
Hand signals and body movement coming to jackpot soon!
naijagames.app?x
looking good
Yeah, having knowledge of game design (physics, animations, integrations, tranforms, etc) will indeed make a huge difference
I said earlier that anybody can build a game with AI today, but there are limitations, and having some domain knowledge makes a HUGE difference.
I’ve been experimenting with building a 3D game called The Endless Road, using Codex, Claude and AI-generated 3D assets.
It’s still a work in progress, but here’s a little trailer and some of the challenges I’ve faced so far. 🧵👇🏾
mubaraq.sol retweeted
🚨 What's new in Ibadan Life
Your first goals can be claimed in any order, and a first gig now pays a goal too
Standing for office? Get your poster and vote link in Oyo Gov on your phone, and post them before polls close on Sunday at 8pm
A foreign gig on Uphiva now pays up to Ẹ100,000, the top pay of the best job in the city. One gig used to pay about five times that
A business's takings now land in its till; press Pay myself to bring them home
A house at its largest size can now add an upstairs: in Build, choose where the staircase goes
When your area is quiet, chat shows the whole city, so a hello gets an answer
The motor parks have a crew now, and they stop your car
Your car is where you left it, on any device, and it has to be with you to drive it
The big map can now show where players are gathered
Walls you build at home can now have a door or a window: in Build, click the wall where you want it
…and 10 more
Full details 👇 ibadanlife.app/changelog
The interesting problems in simulation development aren't always the ones that get the most attention.
It's not just about making more NPCs, adding more mechanics, or building bigger worlds.
It's about making complex systems easier to compose, understand, test, and change without breaking everything else.
That's an engineering problem in its own right.
And I think there's still a lot of room to explore better ways of solving it.
mubaraq.sol retweeted
Your salary lands on the 1st. By month end, it's gone. Where did it go?
I built @auritrack to answer that question.
Auritrack reads your bank statements, answers your money questions, logs expenses from a text and emails you the report. All AI-powered.
auritrack.com
I've been thinking about what the fundamental unit of a simulation actually is.
I don't think it's state.
It's an action.
"₦5,000 was removed from the player's balance" tells you what happened.
But it's missing the important part:
Why?
Maybe they bought food.
Maybe they paid rent.
Maybe they transferred money.
Maybe an event increased transport prices.
The state change is the result.
The action is the cause.
A useful simulation should be able to represent:
Actor → Action → Requirements → Effects → Consequences → Events
And importantly, an action that fails shouldn't partially mutate the world.
If you're too tired to work, you shouldn't lose energy and get paid and have the work action fail.
The simulation should reject the action, tell you why, and leave the state untouched.
This seems obvious until your world has hundreds of interacting systems.
Then "just update the state" becomes a recipe for bugs that are incredibly difficult to reproduce.
The more systemic the world becomes, the more important it is to treat actions as first-class objects rather than scattered state mutations.
mubaraq.sol retweeted
One thing I find fascinating about simulations is that the core loop is surprisingly simple.
You start with a state.
Then something happens.
An actor takes an action.
The system checks the rules.
The state changes.
That produces consequences.
Those consequences create new events.
Then time moves forward.
And you do it again.
State → Action → Rules → State Change → Events → Time → Repeat
That's basically the heartbeat of a simulated world.
The complexity doesn't come from the loop.
It comes from how many systems are connected to it.
A job changes income.
Income changes spending.
Spending affects businesses.
Businesses affect employment.
Employment affects income.
Suddenly a simple action can ripple through an entire world.
That's where simulations get really interesting.
One thing I find fascinating about simulations is that the core loop is surprisingly simple.
You start with a state.
Then something happens.
An actor takes an action.
The system checks the rules.
The state changes.
That produces consequences.
Those consequences create new events.
Then time moves forward.
And you do it again.
State → Action → Rules → State Change → Events → Time → Repeat
That's basically the heartbeat of a simulated world.
The complexity doesn't come from the loop.
It comes from how many systems are connected to it.
A job changes income.
Income changes spending.
Spending affects businesses.
Businesses affect employment.
Employment affects income.
Suddenly a simple action can ripple through an entire world.
That's where simulations get really interesting.


















