i ❤ coding vr&ios; building the open metaverse; failing at gamedev. I try my best to be a feminist. Co-founder of @alloverse & @lookback, alum @spotify. he/him.

Stockholm, Sweden
Joined December 2006
Replying to @nevyn
It’s a real sorrow. Twitter connected me deeply with a bunch of Mac, then iOS, then VR folks. I wouldn’t be the same dev without it. Adios Twitter. Hello Mastodon. Please hit me up over at @nevyn@mas.to.
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Claude Code has mods now: TypeScript plugins that hook every engine event and draw real UI in your terminal. I had Claude build a tour of the whole API. Panes, hover cards, a paint program, and a Julia set over the kitty graphics protocol at 5 fps. gist.github.com/nevyn/3ffbe3…
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ALVR on Vision Pro is nearly perfect. Absolutely incredible work from the open source developers Newer improvements have been: allowing HEVC/h264 switching, vastly improved latency, giving the application a Steam Link type “Enter VR” button UX, AND removing hand/arm occlusion
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My Apple Watch Series 5 went from my favorite device to almost fucking useless after the watchOS 10 upgrade. Figured it was teething problems but the performance issues remain unfixed. Takes seconds to even start Apple Pay payment, used to be instant. All UI is slow and stuttery.
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My primary responsibilities were the moving fire pillars and the CPU player (plus the web emulator) while @Nevyn did most of the other programming. The Renaissance man @Mascoll made all the pixel art, the soundtrack and wrote most of the Itch content. Wonderful teamwork!
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NES games are written in 6502 Assembly, meaning you get absolutely nothing for free. It's refreshing for someone like me who primarily code in TypeScript, haha.
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Making a NES game was super fun and a real challenge. Neither I nor @nevyn had programmed a NES game before. But thanks to Nevyn's habit of watching NES dev videos in his free time, he managed to guide us both through this epic quest.
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Me, @nevyn & @Mascoll have made a real NES game and now we're part of the NESDev Compo '23. Check out all the commissions. There are so many nice games! 💞 itch.io/jam/nesdev-compo-202… Here is ours. We call it 🔥 Firewall 🔥 nevyn.itch.io/firewall
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After 17 years on Twitter, I finally give up. It feels like ol’ musky’s trying to tear the place down, because it’s getting unusable, features and communities breaking left and right.
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Everybody, while Apple talk about the non-XR stuff before getting to the headset
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Gravity Sketch in VR, hacking in Unity, Aseprite pixling, and three room cameras, all in one @ludumdare #ld53 #ludumdare stream :D twitch.tv/nevynJPG
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It's time for @ludumdare 53 and @dubious_potions is back! This time we're split up into three teams. One for VR, one for 3D+accelerometer and one for 2D pixel art (this is my team). #LDJam Follow the live stream here: twitch.tv/nevynjpg
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clearly Unrecorded is using neural radiance fields for its hyper realistic visual style? right?
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🥲After more than 4 years of loved poured into this little passion project and thx to the help of my friends at WayForward, I can officially say that... LUNARK is OUT! [🎮Links in the tweet below] #pleaseRT
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macOS, go home, you're drunk. (Photos refuse to sync because it thinks my disk is full. it's definitely not full :( )
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I’ve built a *very* shiny button 🫳🪩
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We’re switching out boxes and planes for real meshes designed by @djezewska, and I’m loving the process :) lots of math to make them resize without distorting their proportions, but it works!!
the before and after sliders just hit different 🔥 and it was just a mechanics test!!
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Is it just me who loooves watching videos of myself? 😅 Ran across this video of myself going through the internals of LÖVR and @alloverse at @defcon201nj from May of '21 :) Check it out if if you're interested in the internals of game engines! youtube.com/watch?v=G9YzddAv…
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New!!! Meta's First Hand (hand tracking interaction sdk showcase) has had an update showing off locomotion! It focuses on two primary interactions - teleportation & snap turning 👀 #handtracking #xr #vr #meta #interactionsdk
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