Project URL: https://permit.petercai.com/
And yes, I did sketch a version that is even more procedurally generated, but it’s taking longer to get right than I thought
I cannot tell you how insanely inefficient and impossible it is to get 40 different families who all live on the same street to unanimously agree on something like a communal security system or a communal garbage can where all participants all fairly contribute and consume those services. And this is all done on a WhatsApp group over txt messages where nuance gets lost.
People complain about governments being slow, but until you experience the alternative (I have) you will simply never understand why its the lesser of two evils.
The homeowners are making rational choices. That's the problem. As the most expensive asset a typical homeowner will ever own is their home, it makes rational sense for them to support any policy that supports it's value and oppose any policy that undermines it's value. Building more housing undermines it's value.
And this is why the local community absolutely should not have any more say about a new development than a hypothetical someone who would like to live there, but can't, because there is no available housing.
When the NIMBYs of today work to protect and even double down on the bad decisions of that era it makes you wonder whether we've really moved on from it.
Walt's brother, Roy (who remained after Walt's passing), was not the same visionary that Walt was. Simple as that. Most people would never have taken the risks Walt did with the company. Even the idea of a theme park that has tens of thousands of employees and requires millions of people to fly in from all over the world to be profitable sustainably, was quite a bold idea in the 1950s.
I regret that Walt passed too young. Florida would probably be covered in a large monorail network had he lived a couple more decades. And Epcot as a city would have been a tourist destination in its own right, and might have influenced urban development elsewhere.
I think if you follow actual development stories, you'll see a lot of this continuing to hold true. Seeing NPUs as being actually effective at curbing development is very naive. NPUs rarely push back against development, and it takes a lot of organizing to even get something up for a vote at City Council. And even then, most councilmembers are taking campaign funds from private-equity backed developers.
A lot has been written about this. In my city, we call it the Atlanta Way (derogatroy). There's a recent book covering this that's a great read: https://www.ucpress.edu/books/red-hot-city/paper
But it didn't happen. Namely, because of how much central control would be given to one man and/or his company to pull it off. The plan in its early iterations essentially meant that if you lived in EPCOT, you forfeited certain freedoms, such as what goes in your home, where you worked, and so on.
This game gave me a good chuckle as a Sim City fan. I'm guilty of complaining about politicians of all levels. But I don't envy their position of having to cut through the vines of competing motives and regulations. And at the same time, as a citizen, I'm not sure I would opt for the Utopian alternative.
Municipal rules, zoning, community feedback and so on all operate in the space of keeping people happy. No-one wants noise, so we have noise restrictions. Oops, construction is constrained. We all want no traffic, and lots of parking, so low density please, but that creates housing shortages and limits the usefulness of public transport.
So a rule is added here, a process there, and everyone is fighting everything all the time. Can't build this because traffic. Can't build that because impact on the neighborhood.
But yay, democracy? We can do anything as long as no one is subjectivly harmed.
And when nothing at all gets done, we blame politicians for being lazy, incompetent, or corrupt.
Project URL: https://3anddoneapp.com/try
Meanwhile, an AI subscription starts at $20/month and you can vibe code your own version to suit your preferences and free forever.
Project URL: https://100toolkit.com/blog/deslop-model/
Imagine all books on earth were written by just 5 people - and worse, they could not remember what they had written yesterday. You would quickly get tired of reading the same flourishes and patterns over and over.
Whatever style models currently in use have, that's what people are going to be tired of, and it's what they're going to recognize as "AI".
Project URL: https://legendofhyrule.com/
I consider as a sort of modern equivalent to the coyote stories. or Paul Bunyan, Finn McCool, Gilgamesh, Or really, any legendary heroic epic passed along by oral storytelling.
So it is fun to try to fit it into some sort of unified timeline. But I don't think it is, that is not how they were actually written and we would loose most of the interesting storytelling flexibility if that is how they write them in the future.
Project URL: https://sphinx-six-theta.vercel.app/
There was an excellent post here on HN that unfortunately went unnoticed. I highly recommend reading it as it exactly points out this problem: understanding.
Here is the link: https://news.ycombinator.com/item?id=50128468
Not sure if this is the right solution, but I would like to learn/understand/grow more as I pursue reckless efficiency.
Project URL: https://starskirmish.com/bench/v0-2/
The unsexy perspective on StarCraft is that it's a game about logistics. You need to keep making things, not get supply blocked, fit all your buildings, not get your units trapped, and then bring all your units to a fight at a good time and at the same time.
Astra and Opus both cleared this bar pretty quickly, both settling on one-base Dragoon + Observer play, taking expansions pretty late, on 3 Gateways. This strategy is fine against everything and great against nothing, letting you win against anyone that you can out-execute. StarSkirmish gives agents access to the FastApproximation combat simulation library, which makes better combat predictions than the B-tier bots do, and let their bots win by trading armies better against them.
But the A-tier bots (Locutus and BananaBrain) are already strong at execution, and Astra wasn't making progress against them. It switched to a proxy 2-gate Zealot rush. This worked well on a map pool with mostly 2-player maps (so you can place the Gateways very close to your opponent). But it's also an astute choice for a new bot because it doesn't require you to be good at anything in StarCraft that happens after the first four minutes!
It's also smart as a variance-maximizing strategy. In many games, if your opponent is superior, you want the game to be decided by as few events as possible. Because with a bad coin, you're more likely to win 1 of 2 flips than 10 of 20. Proxy 2-gate shortens the game and the number of interactions required to win.
It's also advantageous given the format, where you get unlimited tries to win a series against each tier's opponents. If you can make the games a coin flip, and then take more coin flips, you can clear a tier even with an overall poor winrate. I do think this aspect of StarSkirmish is worth addressing in the future.
Astra's proxy gates beat the A-tier bots, and it moved up to StarSkirmish's S-tier (Stardust and PurpleWave, though really I'd consider BananaBrain completely our peer in ability).
A brief aside about bot tournaments: The AIIDE conference and historically the COG tournaments had every bot play hundreds of games against one another, and ranked then on overall winrate. I have never liked this because it does not resemble human StarCraft (where players play a best-of-N series), unbalances the races (Zerg vs. Zerg is more volatile and winrates should be closer to 50%), and creates some twisted incentives. One of those incentives is ensuring you beat weaker opponents 100% of the time instead of merely 95%, which means defaulting to reliable-but-weaker strategies to beat weaker opponents, and having a large bag of available strategies to find something which exploits trickier opponents.
And in this iteration of StarSkirmish, where benchmark bots are mostly unable to store data between games, Stardust ran one basic conservative strategy almost every game. This weakens Stardust, but meant that Astra's proxy gates were unlikely to win. So Astra had to do something very uncomfortable for a coding agent: Go back to the drawing board and try something completely different.
Astra completely switched gears, landing on a strategy that PurpleWave also likes to use against Stardust: Use Dark Templar to secure an expansion. This is particularly effective against Stardust, who does not use Shuttles + Reavers, and thus does not gain utility from the Robotics Facility it requires to make Observers.
From there Astra progressed slowly, but discovered a shared weakness of PurpleWave and Stardust: Both of us are designed to dodge Psionic Storms, but that feature was broken in both our bots simultaneously (for unrelated reasons!).
So Astra's Dark Templar opening transitioned smoothly into a two-base timing attack with Dragoons and High Templar. It moved out as soon as it had three storms banked up. By this time Stardust or PurpleWave had usually contained the passive Astra and taken a third base, getting an economic advantage that had not yet translated into an army advantage. Astra's passivity meant that armies had not traded and were very large. This, with the broken Storm dodging, made its Psionic Storms devastating.
As with the proxy gate rush, this two-base timing simplified the game and allowed Astra to minimize interactions and decisionmaking, so it could just optimize its play for a narrow set of situations. As long as it executed the push well, it was in great shape to win. It did not need to skirmish. The game states it had to handle did not vary much. Simplifying the game against sophisticated bots was a pragmatic approach.
It nevertheless took most of the 50 hour contest for Astra to convert this plan into a winning evaluation run. By then it had learned to make Reavers and ferry them with Shuttles, but I suspect it was not doing this well enough to gain an advantage. Its winrates appeared to very gradually improve over this window, but I couldn't tell from the stream what it had changed.
After eventually passing an S-tier, Astra had a few hours to try to beat Pluto. This was plainly an impossible task for it, but I was surprised to see Astra suddenly stagnate with few changes in approach.
Astra's build order was pretty flawed, cutting workers needlessly for no advantage. It was a survivable error against Stardust forced to use its defensive "seal-clubbing" strategy, and against PurpleWave (which without learning data was constantly at risk of throwing an eval with goofy cheeses like its half-baked cannon rush). But against Pluto, Astra consistently hit the five minute mark with fewer workers, less army, no expansion, and often permanently trapped in its base. This was no less true in its 1000th game against Pluto as its first.
Astra's approach to StarSkirmish was in some ways unsexy: It simplified the game, won mainly in games where it could keep the game state simple, and against top opponents either steamrolled or got dissected in a short window at time. But winning StarCraft has always been more about bland fundamentals than fancy tricks, and I always love re-learning lessons about how the game actually is versus how we are tempted to perceive it.
Project URL: https://pdftomp3.com/connect-ai/
Project URL: https://carrierexplode.com/
Project URL: https://quake-srp.pages.dev/
I don't see any need for this. Rust is brilliant but the Quake C++ code was already more or less bug-free.
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...
Fun fact; it's not as widely usable but data URLs work for this too.
Maybe you could add an option to copy the data URL for a page?
e.g. this one
https://bigwords.page/#%23%20Gate%2012%0ABoarding%20now&bg=0...
becomes
data:text/html,<!doctype html><meta name=viewport content="width=device-width,initial-scale=1"><body style="margin:0;height:100vh;display:flex;flex-direction:column;align-items:center;justify-content:center;background:%230b3d91;color:%23fff;font-family:sans-serif;text-align:center"><h1 style="font-size:18vw;margin:0">Gate 12</h1><p style="font-size:9vw;margin:0">Boarding now</p>
(paste this ^^ into your URL bar)
It uses a URL fragment to configure the message. Browsers don't send URL fragments to the server, so I never see your message. There's no backend, and no storage.
All parameters are documented, so generating a message link is easy. There's also a built-in editor to make it extra easy.
https://bigwords.page/#Hello,%20HN!&bg=ff6600&fg=000000&font...
There are a few extra features like slides, animations, and countdowns and timers. QR codes too. Not too fancy, but hopefully enough to be useful.
I know the uses for this are pretty niche. But it may be one of those things that you keep as a nugget in your brain, a tool in your back pocket. Not something you use often, but when you do it makes things just a little bit easier.
It's open source (MIT), and self-hostable if that's your thing.
Let me know what you think.
Offrun is added.
1. I hate everything about this because I vastly prefer text over video for the same content, especially AI generated video
2. There are a lot of people for whom video is their preferred medium and so this will be valuable to them.
It's a technically cool project and your cost-per-video is impressively low. Best of luck!
Basically vapourware.
It’s also not realistic, in one landscape the billboard is taller than a 9 story building.
Project URL: https://jev-pokemon.vercel.app/
That being said, one thing having been unrealistic 10 years ago and just about possible today doesn't mean that it's going to change the world the same way another technically related, previously-impossible thing did. The Jev hype gives me a bit of the "you're still early to crypto" vibes of some later altcoins. I really like the idea, I think it's going to open up possibilities for using classifiers where we wouldn't or couldn't have trained one before. I'm crossing my fingers for an open weights version to drop. But it's still just a classifier, people have built similar things before Jev, the one thing that really stands out about it is their ability to generate hype.
This seems like a technology heading in the right direction but not quiet there yet. Excited for what they are cooking up but probably won't start building around it yet.
Project URL: https://bastardica.mitpit.com
Eventually, scope crept until it became an interesting and useful thing to be able to combine say, the top half of Arial with the bottom half of Times New Roman's letters (and combine with various boolean operations on the paths, with outlines, etc, and I assumed others would be as pleased with this ability as I was, so I documented some examples and shared it here and in a fontography subreddit.
To my surprise, it got essentially no interest when I posted here, and the response from the typography folks was basically negative with people somehow framing it as a piracy-adjacent thing, and not a fun thing to do, just mashing up vector paths to get interesting unique results. shrug
Seems like you and maybe some other participants in this discussion might actually appreciate this little tool and get some enjoyment and perhaps utility out of it, so I'll share it here. https://github.com/scottvr/fambigen
There are examples in the README that show what it does in ambigram mode or "font compositor" mode. Enjoy!
I don't yet know who I'll be pranking with the downloaded font, but I look forward to their reaction.
probably not the detail to omit to try to hook a readership..
technical aside : on low bandwidth connections your site acts really inconsistent and weird; it appears to be downloading those on-hover sound files.