Ian Langworth 💥
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statico.bsky.social
Ian Langworth 💥
@statico.bsky.social
Witty social media bio / 🗿🔮✨ / founder & software engineer, one-hit author, sausage dog enthusiast / perpetually working on something new / langworth.com
Another project in progress. For now, a MicroPython driver for the WaveShare 2.7" e-Paper display. github.com/statico/micr...
August 19, 2025 at 3:48 AM
So according to my probably-bad math, we could be saving 25% in inference costs if we started writing plain english word-based programming languages. gist.github.com/statico/631e... #LLM #AI
June 20, 2025 at 10:01 PM
But wait, don't plain words use fewer tokens? How about this instead of TSX 😂
June 20, 2025 at 9:34 PM
I asked Claude what a low-token LLM-friendly programming language would look like and I already like it better than React/JSX.
June 20, 2025 at 8:58 PM
The Retro Diffusion extension for Aseprite does pixel art generation with "ethical AI" — the author says "it runs completely locally. All the artwork used for training was either made by me, or was given with consent from other artists."

astropulse.itch.io/retrodiffusion #ai #gamedev
June 5, 2025 at 7:06 PM
Full writeup: gist.github.com/statico/cc5a...

I'm reminded of the AI "rampancy" from the classic Marathon games.
May 28, 2025 at 1:00 AM
This is wild. Inspired by www.xda-developers.com/llm-raspberr..., I took the prompt the artist used and fed it into various models with high temperature. gemma3 appears to get frustrated, angry, and then devolved into pure corrupted AI madness with "Final Failure" variations and 💀 emoji.
May 28, 2025 at 12:56 AM
Cursor and the GitHub MCP server did a great job of addressing an issue. What I didn't expect is for Cursor to use the MCP server to *reply as me on the issue thread* 😱

Comment deleted. MCP tool uninstalled.
May 27, 2025 at 7:19 PM
@simonwillison.net I'm now piping all `llm` output through `md2term`, a Python tool I vibe coded today, to get streaming markdown formatting: github.com/statico/md2t...
May 26, 2025 at 4:43 AM
llmscript: Write your shell scripts in natural language (by using an LLM to write and test them for you)

github.com/statico/llms...
March 26, 2025 at 5:02 AM
Inspired by EXO Labs, I did a quick test to see if llama2.c would compile on Metrowerks CodeWarrior for 68k Macintosh. Unfortunately infinitemac.org crashed 🤣
March 23, 2025 at 3:44 AM
Building small LLM tools on the command line.

ask () { ollama run "${OLLAMA_MODEL:-llama3.2}" "You are a helpful assistant.\nAnswer this question.\nBe very brief.\n\n$*" }
March 22, 2025 at 2:41 PM
March 10, 2025 at 5:18 AM
I've now got a functioning power source and module system (e.g. shields) and throwables (e.g. splash potions). This feels pretty good! (Note: this is just a demo arena level for combat testing) #roguelike #gamedev
February 10, 2025 at 5:21 AM
It's super fun to see disparate systems start to come together. I finished some AoE effects and noticed that — of course — robotic monsters are resistant to poison effects! (VFX still very WIP of course) #roguelike #gamedev
February 5, 2025 at 6:10 AM
UI is hard! I started with a drag and drop system, but it took up the whole screen. Since equipping items costs a move, you don't want to equip something without realizing a monster hit you. So now I have a tabbed interface. Not happy with it but gotta move on. #roguelike #gamedev
January 29, 2025 at 6:48 AM
Modernized the controls by adding mouse support and pathfinding. You only move one tile when there's danger nearby. Need to implement move-only instead of attack-move, get rid of the door menu, and fix factions. #roguelike #gamedev
January 23, 2025 at 6:24 AM
Projectiles added! Pew! Pew! #roguelike #gamedev
January 22, 2025 at 6:07 AM
Doors don't keep aliens out 😬 #roguelike #gamedev
January 20, 2025 at 6:51 AM
I always thought NetHack hid combat details like monster health and damage to add mystery, but I think it was just a limitation of the interface. I added (awful) damage popups and health bars to Space Station Vesta and it makes a world of difference. #roguelike #gamedev
January 16, 2025 at 4:49 AM
The Visible Zorker lets you play Zork, but also shows you what's happening in the underlying Z-machine while you play! blog.zarfhome.com/2025/01/the-... eblong.com/infocom/visi... #gamedev
January 14, 2025 at 6:46 PM
Inventory progress, too
January 11, 2025 at 7:12 AM
I have a complete game loop! It's basically done. #roguelike #gamedev
January 11, 2025 at 5:30 AM
Making more progress on the game with cursor.dev. Now that the basic systems are in place for movement, vision, and inventory, my requests are becoming smaller and less architectural, like "make me a hamburger item." #gamedev #roguelike
January 4, 2025 at 5:34 PM
For posterity, here's a screenshot of the setup with Godot & Cursor.
December 30, 2024 at 6:40 AM