@claudeai@SpaceX This is rate limits, not usage limits, the total weekly allowance hasn't changed, you just get faster access to the same quota. The "Higher usage limits" framing is misleading.
The Impatient Programmer's Guide to Bevy and Rust: Chapter 12 - Let There Be Networking
By the end of this chapter, you'll learn to:
- Understand how multiplayer games actually work under the hood, the four systems every online game needs (identity, persistence, real-time sync, and server authority).
- See why SpacetimeDB is a fundamentally different approach: instead of stitching together a web server, a database, a WebSocket layer, and an auth system, you write one Rust module.
- Set up SpacetimeDB locally, publish your first server module.
- Implement the server side: a player table that stores who exists in your world, and reducers that automatically handle players joining, leaving, and coming back.
- Connect your Bevy game to the server so that clicking Multiplayer opens a live connection screen showing your player name and who else is currently online.
- Run two instances of your game side by side and watch them recognize each other as separate players on the same shared server.
https://t.co/CMF6DVx3Zx
@robustus Code itself will go away in favor of just making the binary directly.
The next step after that is direct, real-time pixel generation by the neural net.
Continuing my Bevy + Rust tutorial series.
Chapter 7 - Let There Be Enemies
Learn to build intelligent enemies that hunt and attack the player using A* pathfinding and AI behavior systems.
By the end of this chapter, you'll learn:
- Implement A* pathfinding for enemies to navigate around obstacles
- Reuse player systems for enemies (movement, animation, combat)
- Build AI behaviors
https://t.co/7aME8qGVua
Introducing Claude Opus 4.6. Our smartest model got an upgrade.
Opus 4.6 plans more carefully, sustains agentic tasks for longer, operates reliably in massive codebases, and catches its own mistakes.
It’s also our first Opus-class model with 1M token context in beta.
@sama "something so clearly dishonest", "our most important principle for ads says that we won't do exactly this"
You had ONE principle important enough to put in your company name.
You see where the distrust comes from.
Vibe coding is the creation of large quantities of complex AI-generated code. Executives push lay-offs claiming AI can handle the work. Managers pressure employees to meet quotas of how much of their code must be AI-generated... yet results are far from what was promised 1/
Chapter 6 - Let There Be Particles
Continuing my Bevy + Rust tutorial series. Learn to build a particle system to create stunning visual effects. Implement custom shaders, additive blending, and bring magic into your game.
By the end of this chapter, you’ll learn:
- How to spawn and update thousands of particles efficiently
- Add variance for organic, natural looking effects
- Custom shaders with additive blending for that magical glow
- Building a flexible system that’s easy to extend
- Give your player magical powers
https://t.co/hdx7N372Rf
I managed to unlock a crazy new hidden feature in Claude Code called Swarms. You're not talking to an AI coder anymore. You're talking to a team lead. The lead doesn't write code - it plans, delegates, and synthesizes. When you approve a plan, it enters a new "delegation mode" and spawns a team of specialists who:
- Share a task board with dependencies
- Work in parallel as teammates
- Message each other to coordinate work
Workers do the heavy lifting, coordinate amongst themselves, then report back.
The Impatient Programmer's Guide to Bevy and Rust: Chapter 5 - Let There Be Pickups
Continuing my Bevy + Rust tutorial series.
By the end of this chapter, your player can pick up items on the map while the camera smoothly tracks their movement.
Inventory System
Walk near a plant or mushroom and watch it disappear into your inventory. The game logs what you collected and keeps a running count.
- Automatic pickup when you get close to items
- Track multiple item types (herbs, flowers, mushrooms, wood)
- See your total collection in console logs
Camera System
Zoom in 2× for a closer view of your character and world. The camera follows smoothly as you move—no jarring jumps or stuttering motion.
- Zoomed-in view that shows your character and world up close
- Smooth camera motion that keeps the player centered
You'll also learn about Rust's borrow checker and its rules while having the usual fun.
https://t.co/TxNEfTAHZn