4,126 karma · joined September 3, 2011
The best way to contact me is via email: niv@ebznabss.zr
(run it through ROT13 to see what the spambots are missing out on)
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I happen to love the process of building software by coordinating agents. It’s an addictive form of flow state that I enjoy a great deal - similar to the flow state I get playing real time strategy games like Age of Empires. It’s a different kind of flow state than writing code, for sure.
But to say that the only people who enjoy building software in this new way are those who hated coding, technology, or problem solving is simply untrue.
There are so many more degrees of freedom, which I can see Claude handled... mipmaps, subtle differences in lighting/positioning/compositing etc.
Just the cherry on top of great demonstration of our collective new superpower: asking computers to do something we can describe how to do, but would (probably) never take the time to do ourselves.
[0] https://github.com/terrapapagalli1516/quake-srp/tree/main/or...
The last few founders I knew working on variations of the idea finally pivoted out over the summer. It’s definitely one of those ideas that sounds great until you try building it and you realize there’s nothing there. Definitely will get funded again before the year is up!
Newgrounds really was the golden age for web gaming. And, similar to early web, early mobile gaming also started out with nostalgia-worthy charm and heart. You're right that it's been hollowed out, but the same thing happened to web gaming after the Flash era. The social casino era is maybe its 6th reinvention, and its lowest yet.
Now that mobile gaming has been raced to the bottom and consolidated (and thanks to the dual tailwinds of AI making it easy to write code without engines and the web maturing in its 3d+networking capabilities) we're started to see a resurgence of web-based games - it's my full-time job now! Granted we still do rely on mobile apps (as web wrappers) for monetization, but that wall is crumbling rapidly.
What’s your evidence of this? On the contrary, the large closed frontier models capability has advanced dramatically over the past 6 months… even the past 3 months…
Codex is more token efficient and tends to get better results than Fable with less need for extreme token burning shenanigans like 18 hours of subagents.
I spend 10+ hours a day in both agents, typically side by side. I often have them do direct “bakeoffs” from identical prompts in separate work trees. Most of the time, Sol’s work is better than Fable’s. Not always. It’s situational. But it’s certainly not the case that Fable is in a league of its own or anything.
I suspect the labs could improve the models such that they are estimating these sorts of things but they don't prioritize doing so (or perhaps RLHF selects it away) because, as you say, it feels amazing to do a week's worth of work in an hour.
It seemed to me that it was all the friction of immutability without any of the benefits of reproducibility.
These days I “write” code with claude code and codex, and read/review it on GitHub. If I need to read it locally, I use a plain text editor.
Can someone help me understand what value cursor offers in 2026?
The perception of capability varies greatly between task. For my needs for example sol xhigh consistently outperforms fable xhigh.
I have 10+ of these workspaces in parallel, and I context switch between them as I get blocked on things. I manage the workspaces using `herder`, which is a terrific tmux-like tool that allows me to keep those workspaces on a nixOS machine I have at home that I SSH into via tailscale, so my agents don't stop working every time I close my laptop (it also lets me leverage that machine's computing resources instead of running dozens of servers and harnesses on my poor MacBook).