Today we’re introducing UI SDK.
Agents are becoming both the builders and the users of interfaces. So we asked ourselves: where should the abstraction live?
Take a Select. There’s a popup, selection logic, keyboard navigation and focus management. Those same behaviors are useful in lots of other components.
So we pulled those pieces apart, tested them, and made them reusable. The behavior stays the same, whichever framework, renderer you build with or the harness generating the UI.
That’s the idea behind UI SDK. Give agents the pieces to generate the interface you need, right when you need it. Even interfaces we haven’t thought of yet.
Introducing Claude Meetings: add Claude to your team’s video call and it builds docs, whiteboards, and other artifacts with you while you’re still talking.
Starting to roll out in beta on Team and Enterprise plans.
No one knows when to use Fable 5.2 over Opus 5.5
I spent $7,000 on Claude credits in one week running Fable 5.2 and Opus 5.5 side by side on real work.
I have an answer.
Here's when to use which:
With AI in game dev being a super hot discussion right now, I want to see how you all feel about this.
With YUNG's Roads nearing completion, I want to be completely transparent and say that I've been using AI (Claude Opus) to complete the mod and give it some extra polish. More specifically, I've used it for the following:
- refactoring & optimizing the road generation algorithm,
- code documentation,
- in-game testing,
- creation of an in-game Road Tuning screen for power users and modpack devs that allows you to customize road parameters and see worldgen changes in real-time (it's super cool, I might post some pics below),
and, most importantly, it has allowed me to overcome some technical bugs I was never able to solve myself.
If you don't know, I've been working on this mod on and off since like 2021. The reason it was never released is because I always got bogged down when trying to perfect the road gen algorithm, and I was never able to get it to quite match my vision. A few months ago I decided to run it through Claude and lo and behold, turns out there were some obscure bugs messing up the whole thing at a fundamental level. The type of bugs I truly never would have figured out on my own. Since then, I've been working on it nearly every day (using Claude), iterating and refining it.
The core algorithm is still my own creation, and the mod's creative vision is my own. But I had to use AI to actualize my vision.
All that is to say - should I even release this mod? I genuinely think people would love it. It's a super cool mod, highly polished, highly customizable. It's not low-quality slop, I can promise you that.
But I know a lot of people in this community disagree with any game/mod where AI was used in its creation, and I really don't want to be subjected to anti-AI witch hunting. I'm not trying to get involved in drama, I just like making cool mods for you guys. So I'm curious what you guys think.
We're investigating reports of users experiencing issues accessing Exchange Online mailboxes through multiple connection methods in the Americas. More details can be found in the Microsoft 365 admin center under EX1550543.