Inhaee retweeted
Je trouve le manque de nuance politique et médiatique sur les casseurs est génant. La sociologie des mouvements sociaux prouve qu'ils ne forment pas un bloc homogène : opportunistes, des bandes de jeunes venus pour piller, sans affiliation politique structurée.
Inhaee retweeted
Announcing EllesmereUI Blizzard Styled Modules
Live with next patch on both Retail and Forever, EllesmereUI can now have every major module visually styled like default Blizzard UI but with full EllesmereUI customizability/functionality. For new players, this popup (first image) will show after your first install. You can later change this setting per module in the global settings -> style tab.
Also, EllesmereUI Forever launches today!! Patch either around 12:30pm EST or 8pm EST depending on how internal testing goes while I sleep😴
Je suis un gros utilisateur des skills de Matt dont /grill-me et /grill-with-docs (ils sont tous excellents, merci boss). Mais je découvre aujourd’hui deux skills que je n’avais pas encore creusés : /wayfinder et /to-spec. Ils sont dans la release v1.1.0, publiée le 8 juillet.
La différence me paraît importante.
/grill-me et /grill-with-docs servent quand tu peux encore tenir le sujet dans une conversation. L’agent te cuisine avec des questions jusqu’à clarifier l’idée. /grill-with-docs ajoute la partie codebase : vocabulaire de domaine, CONTEXT.md, ADR, décisions qui restent dans le repo.
/wayfinder arrive quand le sujet est trop gros ou trop flou pour ça.
Au lieu d’essayer de tout résoudre dans une seule discussion, il crée une map : destination, décisions déjà prises, zones floues, hors-scope, puis des tickets de décision. Certains tickets demandent de la recherche, d’autres un prototype, d’autres une vraie discussion humaine.
Ensuite /to-spec prend ce qui a été décidé dans la map et le transforme en spec exploitable par agents : problème, solution, user stories, décisions techniques, décisions de test, hors-scope.
Donc je le comprends comme ça :
- idée claire, scope raisonnable → /grill-with-docs
- idée énorme, chemin pas encore visible → /wayfinder
- décisions prises → /to-spec
- spec prête → /to-tickets puis /implement
C’est intéressant parce que ça sépare enfin trois choses que beaucoup de workflows mélangent : clarifier, décider, coder.
Another absolute BEAST of a spec, produced from doing /to-spec on a /wayfinder map
Do your specs look like this?
github.com/mattpocock/course…
Inhaee retweeted
This is an important email I sent today to all employees at XBOX:
Team,
We are beginning the most significant restructure in XBOX history. After careful consideration, I've made the difficult decision to reduce our team by approximately 3,200 throughout FY27. This will include approximately 1,600 role eliminations today, and in addition, four studios will leave XBOX to new management. I recognize that a year-long restructuring creates additional challenges. Unfortunately, it is not possible to make all the necessary changes in a single day, and I wanted to be direct about the scale.
I know this is painful. These changes will directly affect people who have poured their creativity into building XBOX. Many joined us through acquisitions, while others were recruited here, or sought us out because they loved this industry and loved XBOX. Today's decisions do not reflect their talent or dedication.
Our business today is not healthy. We are operating at margins that are 3–10x lower than comparable platform and publishing businesses. We entered Gen 9 with a smaller install base and a higher cost structure. To grow, we bet on Game Pass, multi-platform, and a broader portfolio of content. While those businesses have created meaningful value, they did not grow at the pace we expected. As that happened, our core business weakened, and we added more teams, more investment, and more time, hoping for a better outcome. And now the industry is facing the most severe hardware crisis in its history. We must reset XBOX.
First, we will reset our content portfolio.
Since 2018, we have aggressively expanded our studio portfolio while the number of games created each month across the industry now outpaces the last ten years combined. We now find ourselves competing not only with the largest publishers, but also with smaller independent studios. It is neither possible nor desirable to own every great independent studio. We have also learned that we are not the best home for every type of studio; in a typical year, we lost 64 cents for every dollar we invested. As we reset XBOX, we will help independent creators succeed by providing open development tools and audiences to realize their vision.
Compulsion Games and Double Fine Productions will return to management and transition to independent studios with their IP, catalog, and runway for their next games. Ninja Theory and Undead Labs have entered terms to join new ownership with funding to complete and grow Senua and State of Decay 3. In France, Arkane’s management is beginning required consultation with its Works Council to review potential strategic options.
We are also making reductions across other units, and in some cases, shifting investment to focus on higher priority projects. These changes vary in size across Activision, Bethesda/ZeniMax, Blizzard, King, Mojang, and XBOX Game Studios. None of our first party publicly announced games or projects are being cancelled as part of these reductions.
In addition, Mojang and King will now report directly to me. These two studios have increasingly become platforms and are our largest by monthly active players. They bring critical geographic, demographic, and differentiation to XBOX.
Second, we will reset our platform.
We know that great technology gets better when it gets simpler, not bigger. Today, in some parts of the company, work passes through as many as 14 layers of management. Our platform teams are 40% larger than they were at the start of this generation, even as our player base and playtime have declined. That complexity has slowed decisions, blurred accountability, and made it harder to deliver for players. As we reset XBOX, we will simplify.
We will reduce management layers to no more than 5, and where possible, 3. We will deliver success through a flatter organization that is built around makers (individual contributors focused on building), player-coaches (leaders who remain deeply involved in the work while developing their teams), and directly responsible individuals (DRIs) who own key decisions and outcomes. And we will streamline how we work across our tools, with a cleaner code base, shared services, and 50% reduced vendor spend.
Third, we are resetting how we operate.
As XBOX grew our headcount, we became more fragmented. Teams, studios, and functions often operate independently, and it became harder to work towards a shared goal, make the right tradeoffs, and get things done.
For the first time, we are establishing a Chief Operating Officer with end-to-end P&L responsibility across content, hardware, platform, and services. Helen Chiang has been promoted to this role and will report directly to me. Over nearly two decades at XBOX, Helen has helped build some of our most important businesses, from XBOX Live to leading Mojang and the Minecraft franchise. She will bring our businesses together under one operating model, making sure we make clear investment decisions, learn from our successes and failures, and hold ourselves accountable for results.
Thank you, Dave McCarthy, who is retiring after 17 years with XBOX. Dave has played a defining role in building the platform that millions of players rely on every day and has been a trusted partner through many of the biggest moments in XBOX's history. We wish him all the best.
These changes are about a bigger future for XBOX, not a smaller one. The next decade of gaming will be larger, more global, and more creative than anything we've seen before. This year, we'll invest as much in XBOX as we ever have, but we'll invest with greater focus, greater discipline, and greater clarity, all in service of making XBOX where the world plays and creates.
I want XBOX to be one of the few companies that entertains more than a billion people each day and gives everyone the opportunity to create and connect. I know we can achieve this goal. XBOX has many of the most beloved franchises in entertainment history, talented studios around the world, and we will return to growth in 2027.
History is full of companies that mistake longevity for inevitability. We will not be one of them.
Asha
Inhaee retweeted
Claude Fable 5 will be available again globally tomorrow.
After a series of productive conversations with the US government, we're redeploying the model with a new set of classifiers to target and block more cybersecurity tasks. In the near term, some routine tasks like coding and debugging will fall back to Opus 4.8. We’ll continue to refine these classifiers over the coming weeks to reduce false positives and better distinguish genuine misuse from legitimate requests.
We’ve also begun drafting a consensus framework—with Amazon, Microsoft, Google, and other Glasswing partners—for assessing the severity of AI jailbreaks and how AI developers should respond to them. We invite other industry partners and model providers to join us in this effort.
Finally, we’re scaling up our collaboration with the US government on model testing and safeguards. This will include pre-release access to models and safeguards for evaluation, information sharing on jailbreaks and misuse, and dedicated resources for joint research.
Thank you to our users for your patience, and to our partners across the government, industry, and the research community who worked alongside us to make Fable 5 available again.
Read our full blog: anthropic.com/news/redeployi…
Inhaee retweeted
EllesmereUI Damage Meters Have Arrived!
Extremely performance light, highly customizable visuals, pixel perfect position snapping / resizing, and so much more. Create your perfect damage meter in seconds with incredibly low peak and average CPU metrics.
Features Include:
- Up to 5 window displays
- Standalone combat timer, freely movable with shift+drag, with customizable font size, color, and left/right alignment
- Spell breakdown quickview on hover (optional) or full breakdown on click
- Full EUI element visibility options
- Full visual customization to control alpha, colors, icon styles, fonts, bar textures and more
- Right click on a window to take you to a home page with quick links to your viewed used sections (customizable)
- Smart window snapping: drag and resize snaps to the closest nearby window (position, width, and height)
- Optional pinned player bar that follows you when scrolled off-screen
Inhaee retweeted
We made a shop management simulation game set in a medieval fantasy world. Available on May 20, 2026! Try the demo now on Steam!
Inhaee retweeted
We are so incredibly excited to announce our new album, Sanctuary. It’ll be available on streaming platforms on June 5th. Presave live now. Our new single, Who Will You Follow, is out TONIGHT AT MIDNIGHT!! This album is over three years in the making, and we are so damn proud of every second of it. Hope you love it and can’t wait for you to hear it! HERE WE GO!!!
evanescence.lnk.to/Sanctuary
Style by: Marjan Malakpour & @Gelarehdesigns
Photographer: Chapman Baehler
Inhaee retweeted
To: Blizzard & Warcraft Dev team
We were too fast to judge the first raids and you have handed us an absolute BANGER.
Please take our apology and thank you for one of the coolest moments in recent WoW history.
Signed (Add name below)
Inhaee retweeted
These indie devs made a magic based co-op horror game that you can play with up to 5 friends
- cast spells by shouting into your mic
- play as a minion wizard
- deal with magical beasts and monsters
Called YAPYAP
Inhaee retweeted
La startup 🇫🇷 E-Taranis fabrique des éoliennes pour les toits des particuliers, qui produisent de l'énergie même par vent faible (à partir de 10 km/h). Silencieuses, elles seraient capables de couvrir « jusqu'à 70% des besoins en électricité d'une maison » affirme l'entreprise.
S’appuyant sur une technologie unique et innovante, cette « éolienne à voiles » domestique se distingue par sa légèreté, sa compacité, et sa capacité à fonctionner même par faibles vents. Le modèle Alae, fabriqué à Saint-Jean-de-Luz, est « capable de produire jusqu’à 1,5 kW par heure dans des conditions optimales », ce qui peut couvrir les besoins quotidiens d'un foyer. D'un poids inférieur à 100 kg pour 3m de hauteur et avec un diamètre de 5m max quand les toiles sont déployées, ces machines peuvent s'installer sur la plupart des toitures, avec une possibilité d'en mettre plusieurs pour cumuler la production d'énergie.
L’une de ses principales caractéristiques est sa capacité à fonctionner à partir de vents de seulement 10 km/h, permettant une production continue, même dans les zones peu ventées. « Afin d'avoir une éolienne capable de fonctionner par très faible vent, nous nous sommes inspirés des voiles de navire, qui s'orientent pour maximiser ou minimiser la prise au vent selon sa direction, ainsi que de la queue du thon, capable de propulser à une grande vitesse un animal très lourd en transmettant beaucoup d'énergie. » Elle serait aussi « très silencieuse, son bruit ne dépasse jamais celui du vent. » En revanche, cette éolienne fonctionne moins bien dans des zones très arborées.
L'éolienne n'a pas de limite haute théorique. « En conditions réelles, elle fonctionne avec 160 km/h de vent. Elle produit environ 30 % d'électricité de plus que les autres éoliennes de toit, car sa conception légère fait qu'elle est plus grande à poids égal. Elle capte donc plus de vent. » E-Taranis estime que sur une année, sa machine peut ainsi produire l'équivalent de 70 % de l'électricité consommée par un foyer type de quatre personnes, avec une surface de 90 m2 chauffée par des radiateurs électriques. À partir de 60 km/h de vent, « sa puissance grimpe ainsi à 3 kilowatts ».
Le produit est, en outre, conçu pour être facile à installer - une demi-journée suffit - et à entretenir, et bénéficie d'une garantie de dix ans. Composée essentiellement d'aluminium et de polyester utilisé pour les voiles de navire, Alae est recyclable à 97 %. Le bémol est son prix : le coût de la machine, installation comprise, se monte à environ 15.000 €, parce que la production n'a pas encore été industrialisée, parce qu'elle est entièrement produite sur le sol français (y compris le générateur) et parce que ce dispositif ne bénéficie pas d'aide d'Etat. « C'est moins coûteux que les éoliennes de toit classiques, mais cela reste trop cher. Notre objectif est d'atteindre les coûts du photovoltaïque, soit 10.000 € installation comprise avec un retour sur investissement inférieur à dix ans. »
Pour atteindre ce but, E-Taranis, dont le carnet de commandes se remplit rapidement aux dires du fondateur, entend sortir vite de la phase R&D et de prototypage pour passer à l'échelle industrielle. Par ailleurs, l'entreprise travaille sur un dispositif de stockage d'électricité, pour offrir une consommation continue de l'énergie intermittente produite par Alae. « Nous élaborons un système à air comprimé, capable de gérer de grosses puissances, avec un temps de réponse quasi-instantanée et sans utilisation de métaux rares, ni même de cuivre. »
lesechos.fr/weekend/planete/…
Inhaee retweeted
Jl'avais pas encore dit en 2025 mais putain ayez une @InhaeeT dans votre vie en fait



























