Javier

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Javier

Javier

@javierblez

Agentic Web | AI/ML Engineer | Gutta cavat lapidem

Katılım Ağustos 2022
77 Takip Edilen7.9K Takipçiler
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Javier
Javier@javierblez·
This broke my mental model of game dev 💀 2.5 hours → fully playable ‘Worms’ clone. Built with Hermes agent by @NousResearch Here’s what made that speed possible: Hermes used ‘Persistent Shell’ mode, which ensured it didn't forget its current folder or active tools. This allowed it to work smoothly, without the distraction of constantly having to recall where it left off last time. To optimize the workflow, the agent moved beyond linear execution and parallelized the workload. It spawned isolated subagents while executing multiple independent tool calls via ThreadPoolExecutor. Like, one subagent wrote Python RPC scripts for the projectile physics while another utilized vision tools for character sprites. When the complex terrain logic required debugging, the agent used filesystem checkpoints and the /rollback command to instantly return to a stable state. To fix UI bugs, it attached to a live Chrome instance via CDP (/browser connect), fixing rendering issues in real-time. The agent’s built-in learning loop was active from the very beginning. By the time the game was finished, this continuous process allowed the agent to autonomously convert the physics logic into a custom skill. This logic is now a permanent plugin file in the agent's plugin architecture, making the physics engine a native capability that the agent can reuse for future projects. Follow @warv3finale for updates!
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Javier
Javier@javierblez·
@NousResearch a massive win for my game! I can finally plug Hermes directly into my React frontend as a programmable backend
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Teknium (e/λ)
Teknium (e/λ)@Teknium·
Hermes Agent v0.4.0 — 300 merged PRs this week. Biggest release we've done. Background self-improvement, OpenAI Responses API endpoint for your agent, new messaging platforms, new providers, MCP server management, and a lot more.
Teknium (e/λ) tweet media
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Javier
Javier@javierblez·
Good morning to all my Hermes homies what are you building right now or planning? Hermes is surprisingly good at creative stuff, found that out myself my friends don’t believe my game warv3finale.com was built end to end by an agent I wanna show them more use cases
Javier@javierblez

This broke my mental model of game dev 💀 2.5 hours → fully playable ‘Worms’ clone. Built with Hermes agent by @NousResearch Here’s what made that speed possible: Hermes used ‘Persistent Shell’ mode, which ensured it didn't forget its current folder or active tools. This allowed it to work smoothly, without the distraction of constantly having to recall where it left off last time. To optimize the workflow, the agent moved beyond linear execution and parallelized the workload. It spawned isolated subagents while executing multiple independent tool calls via ThreadPoolExecutor. Like, one subagent wrote Python RPC scripts for the projectile physics while another utilized vision tools for character sprites. When the complex terrain logic required debugging, the agent used filesystem checkpoints and the /rollback command to instantly return to a stable state. To fix UI bugs, it attached to a live Chrome instance via CDP (/browser connect), fixing rendering issues in real-time. The agent’s built-in learning loop was active from the very beginning. By the time the game was finished, this continuous process allowed the agent to autonomously convert the physics logic into a custom skill. This logic is now a permanent plugin file in the agent's plugin architecture, making the physics engine a native capability that the agent can reuse for future projects. Follow @warv3finale for updates!

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Javier
Javier@javierblez·
This broke my mental model of game dev 💀 2.5 hours → fully playable ‘Worms’ clone. Built with Hermes agent by @NousResearch Here’s what made that speed possible: Hermes used ‘Persistent Shell’ mode, which ensured it didn't forget its current folder or active tools. This allowed it to work smoothly, without the distraction of constantly having to recall where it left off last time. To optimize the workflow, the agent moved beyond linear execution and parallelized the workload. It spawned isolated subagents while executing multiple independent tool calls via ThreadPoolExecutor. Like, one subagent wrote Python RPC scripts for the projectile physics while another utilized vision tools for character sprites. When the complex terrain logic required debugging, the agent used filesystem checkpoints and the /rollback command to instantly return to a stable state. To fix UI bugs, it attached to a live Chrome instance via CDP (/browser connect), fixing rendering issues in real-time. The agent’s built-in learning loop was active from the very beginning. By the time the game was finished, this continuous process allowed the agent to autonomously convert the physics logic into a custom skill. This logic is now a permanent plugin file in the agent's plugin architecture, making the physics engine a native capability that the agent can reuse for future projects. Follow @warv3finale for updates!
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Javier
Javier@javierblez·
Some devs in my circle using OpenClaw started asking why they should pivot to Hermes I just send them a link to my vibecoded game warv3finale.com describe the process then tell them it took 2.5 hours and Hermes users keeps growing 😂
Javier@javierblez

This broke my mental model of game dev 💀 2.5 hours → fully playable ‘Worms’ clone. Built with Hermes agent by @NousResearch Here’s what made that speed possible: Hermes used ‘Persistent Shell’ mode, which ensured it didn't forget its current folder or active tools. This allowed it to work smoothly, without the distraction of constantly having to recall where it left off last time. To optimize the workflow, the agent moved beyond linear execution and parallelized the workload. It spawned isolated subagents while executing multiple independent tool calls via ThreadPoolExecutor. Like, one subagent wrote Python RPC scripts for the projectile physics while another utilized vision tools for character sprites. When the complex terrain logic required debugging, the agent used filesystem checkpoints and the /rollback command to instantly return to a stable state. To fix UI bugs, it attached to a live Chrome instance via CDP (/browser connect), fixing rendering issues in real-time. The agent’s built-in learning loop was active from the very beginning. By the time the game was finished, this continuous process allowed the agent to autonomously convert the physics logic into a custom skill. This logic is now a permanent plugin file in the agent's plugin architecture, making the physics engine a native capability that the agent can reuse for future projects. Follow @warv3finale for updates!

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Javier
Javier@javierblez·
@sudoingX just what we needed, thanks! 💪 would love to see more use cases with Hermes
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Nous Research
Nous Research@NousResearch·
Hermes Agent
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Krzysztof Gonia
Krzysztof Gonia@kgonia7·
@javierblez @NousResearch There are some bugs with switching to next player too fast - in the middle of the attack the rocket disappears and does not hit the target
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∿
@somewheresy·
hermes agent will eat openclaw because openclaw is terrible at community management
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Javier
Javier@javierblez·
The secret sauce behind building @warv3finale in 2.5 hours: Hermes Agent by @NousResearch It handled: - Subagent parallelization: physics and pixel art built concurrently - Persistent shell: kept environment and variables live across all tool calls - Safety net: filesystem checkpoints + /rollback for instant recovery from breaking bugs - Skill creation: procedural logic saved as reusable custom plugins
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Viktor
Viktor@vikmeowin·
this might be the most hilarious vibe coded game I ever seen and somehow most accurate version of a US vs Iran clash turned it into a worms-style game warv3finale.com instead of worms it’s Trump, Netanyahu, and Iranian leaders lmaoo 💀 x.com/warv3finale/st…
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Javier
Javier@javierblez·
@RG_Leachman I thought there were tons of apps like this on the App Store. 🧐
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Ryan Leachman
Ryan Leachman@RG_Leachman·
I asked Claude to build my daughter an app that plugs into our piano, can read live key strokes, can show her sheet notes and key view and ends with a Guitar Hero style game. All while giving progressively harder songs. Today she’s using It and crushing It.
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Geaux Tigers 🐯 (29-5)
Geaux Tigers 🐯 (29-5)@stealyoredbull·
AI needs to be criminalised. Caught using AI as a lawyer? Disbarment. Using it as a doctor? Lose your medical license.
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Javier
Javier@javierblez·
@figamin I shouldn’t talk much here but even my 3-hour project turned out better x.com/javierblez/sta…
Javier@javierblez

I finally tried vibecoding a full game concept end-to-end Gave myself ~3 hours to build a Worms-style geopolitical satire Trump, Netanyahu, and Iranian leaders instead of worms Try it here: warv3finale.com Used Hermes Agent @NousResearch for everything I literally just directed, not coded Honestly surprised by what came out of it: - Turn-based combat loop - Terrain + destructible-style interactions - Character actions and basic physics - Playable match flow from start to finish Persistent Shell Mode is the real play. It maintains state across tool calls, so there’s no need to re-explain context when jumping between physics and assets.

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figamin
figamin@figamin·
i knew this site was vibecoded slop from the moment i asked if it would be open sourced like vndb, only to get this dismissive sort of response. the fact that these new promotion posts haven't been taken down in light of this truly awful timing is the cherry on top.
figamin tweet media
AngeVNs👉 👌 @ Karigurashi Renai@superange128

Recently @tropeguy made Kaguya, aka the AniiList of Visual Novels. Since then he's made a lots of changes like VNDB List Import, Profile VN Favs, Friend Requests, Home Feed, Custom Lists, and recently removed gameplay hybrids. My Profile is Here: @superange128" target="_blank" rel="nofollow noopener">kaguya.io/@superange128

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Javier
Javier@javierblez·
@ole_eth same energy here except mine turned into prediction market stuff (lock in obvsly) x.com/javierblez/sta…
Javier@javierblez

I finally tried vibecoding a full game concept end-to-end Gave myself ~3 hours to build a Worms-style geopolitical satire Trump, Netanyahu, and Iranian leaders instead of worms Try it here: warv3finale.com Used Hermes Agent @NousResearch for everything I literally just directed, not coded Honestly surprised by what came out of it: - Turn-based combat loop - Terrain + destructible-style interactions - Character actions and basic physics - Playable match flow from start to finish Persistent Shell Mode is the real play. It maintains state across tool calls, so there’s no need to re-explain context when jumping between physics and assets.

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Ole
Ole@ole_eth·
i vibecoded a dating helper for CT bros. ever struggled talking to women? now you can't CT Bro Flirt Helper: community.iamstarchild.com/1366-ct-flirt-… load your ethos profile → get crypto-based flirt advice tailored to you
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