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Technical Fluff

Dan's notes on software, design, maths or whatever.

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~200$ in, here’s what I think about Claude

I was first introduced to Claude at work (because I work for a Big Tech Company). Originally, I was pretty sceptical of anything to do with AI, and generally leaned negative on it due to ethical and moral concerns around the conduct of the companies involved.

Flip caches & information loss

I’ve been exploring ways of introducing caching and incremental recomputation to immediate-mode UI systems, in line with a new information loss principle I’m thinking about.

Solving memory management

I have devised a pretty exciting memory model for Wolf. If it works, it should be provably safe, scale close-to-optimally, and add zero language complexity.

Isn’t there someone you forgot to ask?

I was motivated to write about my philosophy towards other people.

Why I’m writing a programming language

I’m doing the thing people tell you not to do. Wolf is my small, smart programming language.

Towards dedicated Luau development

I’m deciding to refocus my personal time on projects in the broader Luau ecosystem and my personal projects, rather than Roblox.

Framerate considered harmful

I’ve spent the past little while moving Daydream away from framerate counters and towards “frame budgets”. Here’s why.

Garbage collected reference counting in Luau

GCRC is a novel resource management technique for Luau that works around the lack of __gc metamethod using reference counted handles.

Please, no more “UI frameworks”

Roblox UI is an island far removed from the rest of the engine. This is my manifesto: focusing so heavily on user-space client-centric UI-first frameworks has damaged how we talk about the future of Roblox and the Luau ecosystem.

Passthrough isn’t dead

Meta’s AR tech demo made the Vision Pro look ancient - but that doesn’t mean Apple bet on the wrong horse.