#gamedev vet, C# fan, DOD/ECS expert. Made Robocraft & Svelto.ECS.

UK
Joined July 2009
Sebastiano Mandalà retweeted
Kimi K3.1 Pro is now available in OpenCode Go
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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…
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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.
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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
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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?
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Sebastiano Mandalà retweeted
Tripo
@tripoaiOct 21
EdenLive is now powering @unbound_io's AI-augmented sculpting workflow. Bring real-time generative rendering directly into your 3D creation loop. Sculpt models, watch AI refine them instantly, and export game-ready assets with Tripo. Generated with Tripo. Rendered in real-time with EdenLive and Unbound.
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Sebastiano Mandalà retweeted
I'm working again on the paperwork to apply for a grant for raylib, listing tasks+cost to improve the library and its ecosystem. I'd like to hear some ideas from users! 🤔 Tip: Maintenance is a serios concern. Warning: No, Vulkan/Metal support is not considered.
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Sebastiano Mandalà retweeted
Here comes a fresh Flax 1.13 update! See the new blog post with this release highlights: flaxengine.com/blog/flax-1-1… Tons of great stuff waiting for you. #flax #flaxengine #indiedev #gamedev
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Sebastiano Mandalà retweeted
Making the game of my dreams in my open source game engine github.com/Game-Crafters-Gui… #gamedev #indiedev
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Sebastiano Mandalà retweeted
Trump: “Russia, frankly, has treated Ukraine pretty well. They haven’t really done much.” WHAT. A. MONSTROUS. FUCKING. CUNT.
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Sebastiano Mandalà retweeted
Vibe coding vs Real Coding
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Sebastiano Mandalà retweeted
Daniel Hooper
@DanielcHooperOct 20
Recently attended an in-person handheld game console hackathon. I wrote a raycaster by hand. Someone wearing a “I ❤️ slop” tshirt saw mine and said “oh I wrote a ray caster too!”. They showed me. It was a ray *tracer* and claude did all the work. The person didn’t know basic graphics terms. They couldn’t answer basic questions about how it worked, could only talk about their prompting harness. Sad how AI is ruining the craft and community for people that actually like to program and have spent their lives getting good at it.
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Sebastiano Mandalà retweeted
I am continuously working on improving underwater mode in EasyWaterscape. It's far from done, but lots exciting new things in the works. Included in last weeks big update was the addition of a water meniscus along the edge of the lens, fully art-directable. There's a few limitations still, like the meniscus doesn't line up with CoastMaker waves (yet), but I'll get there. #DellTech #NVIDIA #DellProPrecision #unrealengine #gamedev
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Sebastiano Mandalà retweeted
【明日まで⚡️】 セリフなしでも、緊迫感が伝わってくる! ​ ロッカーに隠れ、物陰を探り、怯えながら逃げる仕草 サバイバルホラー向けアニメ213種+表情が変わる女性モデル付き ​ 『Female Horror Survivor Animations』 $54.99 => $27.49 50%OFF⚡️10/21まで af.unity.com/sr/camref:1011l… #Unity ゲーム開発 VRChat ワールド制作 🎟️クーポン適用で、 $27.49 → $20.62 さらに25%OFF ​ クーポンコード:NEW1QJXJ7B ※ 1回限り ※ 10月20日 現在確認済 👇 $25セールまもなく終了🔥 af.unity.com/sr/camref:1011l…
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Sebastiano Mandalà retweeted
🤖 Made with AI
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Sebastiano Mandalà retweeted
Thanks to UK prices the middle class has stopped buying anything 

They have a new spending habit: 
It’s called ‘don’t spend anything’  Want a new car? Clean the old one
Want a new house? Tidy the old one  
They have a new going out habit 
It’s called ‘Staying in’

The middle class didn’t get smarter with money, they have just become the new working class & can’t afford anything anymore
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Sebastiano Mandalà retweeted
Michael
@mgrczykOct 20
Spent the weekend trying out LLM psychosis I had Astra, Opus 5.5, and Argon do science autonomously and try to write research papers Super fun and addictive, feels like you're getting so much done. But then I read the papers and they were almost completely nonsense
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Sebastiano Mandalà retweeted
Niko Veit
@coldnikoOct 19
Strata 0.2.0 is now live in beta! It includes its own in-app harness and terminal-serving interface. github.com/Niko1221/Strata A lot of performance improvements and support for low-end devices 👇
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Sebastiano Mandalà retweeted
Box2D v3.2 released! New features include large world support, recording and replay, snapshots, and a dynamic character mover. Performance improvement of 3x across many benchmarks versus v3.1. Blog: box2d.org/posts/2026/10/box2…
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Sebastiano Mandalà retweeted
A look at the environment featured in The Orb, the upcoming Detis game engine demo. This build runs on Detis Beta 4, which doubles down on fine details compared to previous engine versions and likely the last closed beta pass before things open up to early adopters.
Detis game engine short standalone tech demo dropping soon.
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