Building AIBodh

Bangalore
Joined January 2010
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Replying to @henry_aileron
Need to add email, but you can use rss aibodh.com/feed.xml
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Async Rust can be frustrating because the compiler errors feel disconnected from your intent, so you try to fix things without understanding why. Even working code can hang or run out of order at runtime, with no obvious place to begin debugging. This chapter guides you to build the state machine behind an async fn by hand, then uses that as a model to reason about common async bugs and compiler errors. aibodh.com/posts/async-rust-…
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Async Rust can be frustrating because the compiler errors feel disconnected from your intent, so you try to fix things without understanding why. Even working code can hang or run out of order at runtime, with no obvious place to begin debugging. This chapter guides you to build the state machine behind an async fn by hand, then uses that as a model to reason about common async bugs and compiler errors. aibodh.com/posts/async-rust-…
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Febin John James retweeted
Charlie Marsh
@charliermarshJun 17
At OpenAI, we're continuing to bet on Rust as the future of systems programming. I'm proud to announce that we're making a $600,000 commitment to the Rust Foundation, which combines our Platinum membership with additional support for maintainer efforts across the Rust ecosystem.
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Great hands-on intro to async Rust by @heyfebin 🦀 It answers the question most tutorials skip: who actually runs async code in Rust? The answer is built from scratch : a oneshot channel, a waker, a block_on runner, using nothing but std. No Tokio yet. Just the raw primitives. Once every piece is understood, reaching for Tokio feels natural, nothing is magic anymore. Chapter 1 covers: → Why Rust ships no event loop (unlike Node) → What polling actually does → How Waker signals when to poll again → Building a oneshot channel from scratch 🔗 aibodh.com/posts/async-rust-… #Rust #RustLang #AsyncRust #Tokio #LearnRust
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Bevy Game Engine Explained Visually aibodh.com/posts/bevy-game-e…
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Replying to @claudeai @SpaceX
This is rate limits, not usage limits, the total weekly allowance hasn't changed, you just get faster access to the same quota. The "Higher usage limits" framing is misleading.
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The Impatient Programmer's Guide to Bevy and Rust: Chapter 12 - Let There Be Networking By the end of this chapter, you'll learn to: - Understand how multiplayer games actually work under the hood, the four systems every online game needs (identity, persistence, real-time sync, and server authority). - See why SpacetimeDB is a fundamentally different approach: instead of stitching together a web server, a database, a WebSocket layer, and an auth system, you write one Rust module. - Set up SpacetimeDB locally, publish your first server module. - Implement the server side: a player table that stores who exists in your world, and reducers that automatically handle players joining, leaving, and coming back. - Connect your Bevy game to the server so that clicking Multiplayer opens a live connection screen showing your player name and who else is currently online. - Run two instances of your game side by side and watch them recognize each other as separate players on the same shared server. aibodh.com/posts/bevy-rust-g…
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Febin John James retweeted
Replying to @airtable
@airtable is rewriting their database in Rust 🦀 #rust #rustlang #programming
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Febin John James retweeted
“Rust slows me down.” So does thinking.
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Febin John James retweeted
Writing Rust feels slow until you realize you’re not debugging in prod.
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Febin John James retweeted
Elon Musk
@elonmuskFeb 10
Replying to @robustus
Code itself will go away in favor of just making the binary directly. The next step after that is direct, real-time pixel generation by the neural net.
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Febin John James retweeted
Being able to click the Grok button and instantly have a tweet explained in its full context is just wildly cool technology
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Continuing my Bevy + Rust tutorial series. Chapter 7 - Let There Be Enemies Learn to build intelligent enemies that hunt and attack the player using A* pathfinding and AI behavior systems. By the end of this chapter, you'll learn: - Implement A* pathfinding for enemies to navigate around obstacles - Reuse player systems for enemies (movement, animation, combat) - Build AI behaviors aibodh.com/posts/bevy-rust-g…
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Febin John James retweeted
Introducing Claude Opus 4.6. Our smartest model got an upgrade. Opus 4.6 plans more carefully, sustains agentic tasks for longer, operates reliably in massive codebases, and catches its own mistakes. It’s also our first Opus-class model with 1M token context in beta.
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Replying to @sama
"something so clearly dishonest", "our most important principle for ads says that we won't do exactly this" You had ONE principle important enough to put in your company name. You see where the distrust comes from.
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Febin John James retweeted
Elon Musk
@elonmuskFeb 3
The older seasons of Star Trek were a positive view of the future
Hollywood convinced generations of a dystopian future because happiness was too boring for movies.  We need better storytellers to show how our future will be abundant.
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Febin John James retweeted
Vibe coding is the creation of large quantities of complex AI-generated code. Executives push lay-offs claiming AI can handle the work. Managers pressure employees to meet quotas of how much of their code must be AI-generated... yet results are far from what was promised 1/
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Chapter 6 - Let There Be Particles Continuing my Bevy + Rust tutorial series. Learn to build a particle system to create stunning visual effects. Implement custom shaders, additive blending, and bring magic into your game. By the end of this chapter, you’ll learn: - How to spawn and update thousands of particles efficiently - Add variance for organic, natural looking effects - Custom shaders with additive blending for that magical glow - Building a flexible system that’s easy to extend - Give your player magical powers aibodh.com/posts/bevy-rust-g…
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Febin John James retweeted
Every system eventually gets rewritten in Rust. Some just take longer.
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