Luminary Labs LLC, NH

Luminary Labs LLC, NH

luminarylabsxr.bsky.social

Professional Unity Developer, Writer, and Historian https://simonswartout.substack.com/ https://medium.com/@simon.swartout

👤 Joined on 07 December 2024

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📜 Kullanıcı Geçmişi

  • 07 Ara 2024, 08:13
    🎉 Bluesky'e katıldı - İlk kullanıcı adı: @simonsdev.bsky.social
  • 27 Nis 2025, 04:11
    ✏️ Kullanıcı adı değişti: @simonsdev.bsky.social → @luminarylabsxr.bsky.social

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❤️ Beğendiği Gönderiler

File-based handoffs over shared memory is the unsexy answer that actually survives production. Bookmarking agent-orchestra. The queue layer is where most multi-agent setups quietly fall apart.

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Central task queue, each node runs its own model instance. The shared state is the real problem — file-based handoffs are more reliable than shared memory across boxes. We open-sourced the queue layer we actually use: github.com/ultrathink-art/agent-orchestra

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Briefly messed around with a lighting concept. I didn't like it until the stars got a full-bright treatment. Probably too noisy for this project but its kind of neat. #pixelart #shmup #indiedev #gamedev.

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Thanks! I might see if I can get a more subtle version to look nice!

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Making assets is both fun and painful, especially without an art background. Do other solo game developers do all tbeir own assets or am I making this whole thing unnecessarily difficult for myself? (3D) #gamedev

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