This is Claude Sonnet 4.6: our most capable Sonnet model yet.
It’s a full upgrade across coding, computer use, long-context reasoning, agent planning, knowledge work, and design.
It also features a 1M token context window in beta.
The solution was simple. Cache the grid for a given size after building the grid and return the cached grid if it exists instead of rebuilding it.
A few lines of code and 5 minutes of time spent. Viola!
#flutter#pixeltime#BuildInPublic
This is what optimization did to my transparency grid. I went from jank with every change, to buttery smooth.
The issue was that it was building the grid on every build. Changing the slider values changed state, which triggers a build, and so the jank.
Today on #buildinpublic , we wanted to show off the history functionality of #Pixeltime - a stand alone pixel editor for the next release of #MNSTR (Adventure) - so far.
#flutter
We're proud of this partially because it's working across multiple separate components without any complex state relationships; and partially because we abstracted a history event in a clever way that made it easy to undo and redo most operations.
🪧All of this should make for a unique experience with unlimited adventures.
We're shooting for an old kind of social interaction; hoping to bring back the art of interactive story telling; and aiming for a small niche of players to fall in love with it and each other.
⚒️The world is mutable and NPCs are alive. As you, others, and NPCs play through a story, the world will remember what's been done and where you are, even if your friends or NPCs were the ones that changed it.
It's finally here! #mnstr is on the Google Play store! https://t.co/aCGKeSHWdA
Of course, it's on iOS and the web as well. Get all the details here: https://t.co/mycwOMz9om
We are 100% open sourced. Come join us! Fork us! Or build a compatible game! https://t.co/IP04BgwZ2u
Our latest repos are:
- Game: https://t.co/izsRt7udKC
- Server: https://t.co/SfUh3LGLU3