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AI SDLC Pipeline & the Context Machine

Last week I decided to turn my 2D game into a 3D one. There is something attractive to me about going vertical in a colony sim. So by lunch I had a plan. That afternoon my AI SDLC pipeline was building the tools that build the tools, two AI subagents were opening pull requests against three different repos, and I had spent an hour and some change making a third assistant argue that the whole pipeline was pointless.<br> More

AI Test Harness: How Claude Code runs my QA

I shipped an AI test harness the other day that lets Claude run my Unity game from the Editor and execute QA workflows end-to-end. The push for this came from save migration pain. By the third migration in a week I had walked New Game, Save, Quit, Load, Inspect by hand forty times and was visibly losing hair to it.

The same harness drove the save round-trip regression that just signed off 0.2.21.<br> More

Inference Costs and Time Travel; 50 hours of work in a day

This post was inspired by a 50-hour day on May 8. By the time I had finished writing it, a more recent peak on May 16 had become the sharper data point. Same arbitrage, tighter compression, but a much higher parallelization. Both days are part of the same story about inference costs and what it is we are actually buying.

On May 16 I shipped 38 hours of work in one day.<br> More

Local AI Agents in LAIRD

I Shipped 12 of Them in a Free Game and Got 2 Downloads

The AAA industry is currently burning billions on cloud compute and server-side LLM APIs. Meanwhile, I just shipped a free game concurrently running 12 AI agents in LAIRD on consumer hardware with zero API latency. It got exactly 2 downloads. I am completely unfazed.

Running 12 Local AI Agents in LAIRD on a Laptop

The game is called LAIRD.<br> More