Ex-Coinbase Staff Engineer. Building apps and games.

Mountain View, CA
Joined May 2021
My @threejs + @dimforge Rapier game ran at 2–3 fps on an iPhone. Now it's a locked 60. Plot twist: I'd been testing over http:// On a non-https page, iOS Safari turns the JIT off for JavaScript and WebAssembly. Same phone, same page over https: physics 20× faster.
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I've been working on something... 👀 powered by @threejs
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I vibe coded a native runtime for Gobliins 2, the 1992 Coktel Vision point-and-click puzzle game 🧩 No emulator: it reimplements the original engine, using ScummVM's code as the reference (huge thanks to them). Before → after
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this is actually sad...
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Replying to @etscrivner
I actually tried experimenting with something similar! I captured audio from a NES emulator and ported it over to Strudel. Used the legendary RoboCop 3 theme as the test case, trying to get it as accurate to the original as possible. Really fun way to use LLMs for music transcription.
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Tried it on my horror game The Cradle and ended up re-voicing the whole thing. v3 vs v4 Turbo, same scene 👇 Headphones on.
Introducing Eleven v4 and Eleven v4 Turbo, our fastest and most emotive voice models yet. Ranked #1 by Artificial Analysis.
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Replying to @nptacek
AI playtesting the human playtesting the AI-built game
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Finding beta testers is hard. Seeing how a real player actually behaves is even harder. Today I uploaded my game to @itchio, sent it to a small Twitch horror streamer with ~10 viewers, and donated for him to play it blind. He finished it. I found several bugs. He got unique content. Super easy distribution, real-world testing, everyone wins.
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