Here are a couple of (open-source Apache license) projects I wrote to sandbox on Mac, which I use to run my agents, while still being able to build/run macOS apps:
Back when Blizzard was still Silicon & Synapse, we got Rebecca's source code to Another World SNES from Interplay to use for a game we would develop, and they would publish, and I was the engine programmer.
I remember reading the source code, which was ... sparsely documented, and wondering what was going on. Like "you're writing to the DMA registers?!?"
The code was amazing, because it has has to draw polygons into 8x8 pixels cells that are stored in planar format at 60FPS. On a 3.5 Mhz processor. Blew my mind.
Incidentally, the game was called "Nightmare", and later became "Blackthorne", which was released for SNES, Genesis, and PC.
> is there a concise theory of game design that properly explains why cutscenes are fucking stupid?
Yes. In general it's because they're made by a different team, with different incentives, working to a different schedule.
They're often made using an earlier version of the game lore and story. Due to the massive effort required to make changes and render frames, they often don't match up with late-breaking changes made by the game team.
But sometimes you get lucky and the cinematics team excels. I worked with Blizzard's cinematics team in the '90s, and those spectacular folks produced an amazing body of work.
There's also an app, MenuWhere, that enables you to configure different keys to walk the menu bar. It's free (but nagware). https://manytricks.com/menuwhere/
I'm playing around with sandboxing techniques on Mac so I can isolate AI tools and prevent them from interacting with files they shouldn't have access to -- like all my dotfiles, AWS credentials, and such.
Along the way I rolled my own git-multi-hook solution (https://github.com/webcoyote/git-multi-hook) to use git hooks for shellcheck-ing, ending files with blank lines, and avoid committing things that shouldn't be in source control.
Yes, I've used docker and podman. They're great. But I wanted to be able to run Xcode and IOS simulator, which requires macOS, so developed these solutions.
When they ask "How is Claude doing this session?", that appears to be a sneaky way for them to harvest the current conversation based on the terms-of-service clause you pointed out.
I could only imagine how many times numbers have gone underappreciated.
I personally find optimizations interesting.
I'm actually going to make major optimizations to my site I mentioned in my original post soon. Hopefully it'll be appreciated by my users and not go unnoticed
- SandVault (https://github.com/webcoyote/sandvault) runs the AI agent in a low-privilege account
- ClodPod (https://github.com/webcoyote/clodpod) runs the AI agent inside a MacOS VM
In both cases I map my code directories using shares/mounts.
I find that I use the low-privilege account solution more because it's easier to setup and doesn't require the overhead of a full VM
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