cloudmike

Joined 17 years ago

Karma
595
Submissions
87
Member since
Nov 5
Working on tools for 3D games. Previously at Apple (AR/VR), co-founder of Moatboat, Simplenote (YC S10), and former game dev at Irrational Games.

https://twitter.com/kineticpoet https://store.steampowered.com/app/2168330/Helmscape/

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Recent submissions

Comment · 1 year ago
I mentioned fast hot reload because your original comment complained about compilation speed, and some people might not know you were referring to the speed of compiling your custom Luau integration in C++ (which is also fast for me, personally).

Sounds like the Discord I mentioned is technically the Roblox discord. The #luau-lang and #luau-lsp channels are where I lurk.

Comment · 1 year ago
I use Luau with my Unity game for all gameplay code (60k+ loc so far). I agree the docs could be improved, especially for custom integrations. The new type system + LSP aren't great together yet either, and I've been a little worried about the direction since zeux left the team.

But otherwise I really like it. My Luau code hot reloads almost instantly while the game is running, and my C++ project compiles quickly when I update it. I like that it provides sandboxing if you want to support modding. And there's an active community of people on the official Discord, which is better than nothing.

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Comment · 3 years ago
Finger snapping is fascinating too. I always assumed the sound happens when your finger rubs quickly against your thumb. But it’s actually after that, when your finger strikes the fleshy part of your thumb. You can verify this by blocking your finger from striking your hand.

So it’s actually more like finger clapping. The “snap” part just lets you build energy for the “clap” part. Maybe obvious to some but I amazingly only learned this later in life.

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Comment · 3 years ago
It's great to see you applying the latest tech to this idea.

We got pretty far with this a few years ago using more basic ML/NLP. The app was called Moatboat: https://twitter.com/moatboat/status/1082425681210859520

The area I think is most exciting (and in need of more innovation) is using natural language to create (and modify!) the actual simulation / rules / behaviors. Our approach was to map language outputs to actions that could be chained together using Goal Oriented Action Planning plus an Entity Component System. The user's verbs / prepositions / etc. would add layers of goals, each of which would enable or disable certain behavior components when triggered.

More details here for anyone interested: https://medium.com/@mikejohnstn/whatever-you-say-happens-2fa...

Directly generating source code from natural language would be a fun alternative approach to try today.

Comment · 3 years ago
Seeing a masterful Rothfuss excerpt right next to its lesser, AI-generated counterpart (in a sibling comment) gives me pause, today.
Comment · 3 years ago
As others have mentioned, "making software programmable" isn't really landing for me.

In the tradition of borrowing terms from the games industry (where we often see early popularization of good ideas), I wonder if "modding" could be a helpful addition somewhere in your marketing.

This seems to have worked for the term "multiplayer", though "moddable" probably isn't as widely appreciated yet.

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