
aulneau
4.1K posts

aulneau
@aulneau
with an affinity for toast, clouds, and slow moments. staff engineer @uniswap labs, leading frontend infra. i love react native



My dear front-end developers (and anyone who’s interested in the future of interfaces): I have crawled through depths of hell to bring you, for the foreseeable years, one of the more important foundational pieces of UI engineering (if not in implementation then certainly at least in concept): Fast, accurate and comprehensive userland text measurement algorithm in pure TypeScript, usable for laying out entire web pages without CSS, bypassing DOM measurements and reflow





Anthropic has been testing a new model called "Mythos" with certain customers: - a "step change" in AI capabilities, including "dramatically higher scores" in coding, academic reasoning and cybersecurity - "currently far ahead of any other AI model in cyber capabilities” - part of a new "Capybara" series of models, which are larger and more intelligent than Opus - more expensive to run than Opus; not yet ready for general release

Today, Black & White turns 25 years old. Happy birthday! Developed by Lionhead Studios and published by Electronic Arts on 27 March 2001, the project was led by none other than Peter Molyneux. It is widely regarded as a textbook example of a game that was too ambitious for its time, resources, and team size. Still critically acclaimed and a cult favourite, it underperformed commercially relative to the massive hype surrounding it (and Molyneux’s name). The game combined god-game mechanics (influencing villagers and facing moral choices between good and evil), a learning AI creature, gesture-based controls, hand-of-god interaction, and a massive open world. This was groundbreaking in 2001, but it also pushed hardware limits too far for the average user. I’m not surprised it came from Lionhead Studios. Peter Molyneux had previously led Bullfrog, a team also known for innovation and ambitious games.













