Episode Transcript
Available transcripts are automatically generated. Complete accuracy is not guaranteed.
Speaker 1 (00:01):
Hello and welcome to
episode 130 of the Home Games
Podcast.
My name is Joseph and today isSunday, april 28th 2024.
I'm trying my best smooth,sunday slow speaking voice for
this special solo episode of theHome Games Podcast.
(00:21):
It's been six months since ourlast episode and quite a bit has
changed in terms of the HomeGames Podcast.
It's been six months since ourlast episode and quite a bit has
changed in terms of the projectand I have some updates to
share on that.
We have not done an episode togive any updates and so it kind
of just felt like it was time.
I continue to be a father.
You know a personal life update.
(00:43):
What else?
I continue to try to read books.
You know personal life update.
What else?
I continue to try to read books.
That is going very slowly.
Yeah well, I guess before we getto the home game stuff, we have
to address the elephant in theroom, and so here it is.
It's small and plastic, it'sgot multicolored feet, it's got
(01:04):
different little patterns on theears and it's one plastic, it's
got multicolored feets, it'sgot a different little patterns
on the ears and, um, it's one ofmy daughter's favorite toys, um
, but seriously, yazeed, whereis Yazeed.
So Yazeed, basically hisschedule didn't align with mine.
Um, there's no, you know,massive beef or anything like
that.
I mean we did get into a fistfight because I was like, hey,
(01:25):
you should really watch Bluey,it's one of the best shows on TV
.
He was like, oh, I'm a grownman, I'm going to watch
Adventure Time or whatever youknow.
It was a whole thing.
But we figured that out, we'removing on.
He'll be on the next episodefor sure.
This is just because, basically, there's a bunch of stuff I
need to give updates on and wehaven't done a podcast in a long
(01:48):
time.
So, generally speaking, well,first I'll say we just push new
builds, or I just push newbuilds.
Let's be honest, yuzi's notdoing much on this stuff.
I just released new builds witha new version of of with
Hangman, the classic pen andpaper game, hangman, with a man
(02:10):
you know being hung to deathstep by step as you guess a word
incorrectly or the letters of aword incorrectly.
So we have a version of thatwhere you make your own Hangman
and it's single playermultiplayer.
We have it deployed at our demosite, which I'll talk more
about later, but that's kind ofthe main front and center thing
is that we have new bug fixes,new games, new features and all
(02:32):
that kind of stuff that we justdeployed and, yeah, I guess,
related to that, the big or oneof the big things I wanted to
talk about was our demo site.
So we have revamped our wholething and made it so games
published to the catalog nowhave publicly available demos
(02:52):
always running on our demo site.
It's not technically correctwhat I just said, but basically
the end result is you as aperson can go to a game which
has its own page now onhomegamesio, say, for example,
weed Smoke Willy, a game whichhas its own page now on
homegamesio, say, for example,weed Smoke Willy, a game that I
made this January and you canclick the try it button which we
(03:12):
added recently and that takesyou to our demo site of home
games, which is pico de gallo,p-i-c-o-d-e-gio.
You don't need to actually typethat in, just go to homegio and
click Catalog and click thegames and you'll see what I mean
.
There's a Try it button.
So, yeah, I guess the demo stuff, generally speaking, I realize
(03:33):
now is incredibly important togetting some sort of traction
for this project.
It's really hard to get peopleto download and run software
from a stranger who just tellsyou that they're trying to make,
like you know, it's likeYouTube for games or whatever
and download this thing and runit and ignore the ugly UI and
(03:56):
hope that it isn't miningBitcoin or whatever.
Anyway, it's hard to getpeople's trust to install your
stuff.
So a demo is crucial and earlyon.
I've had Pico de Gallo deployedfor years, but it was always
kind of a demo site for me, moreof a proof of concept.
Can I get this deployed overthe public internet?
(04:16):
What is latency like on thisserver from you know, in
Northern California in AWSregions?
To me in Tucson, like how isthat latency?
Just more of a test.
But, like I said, I realizeit's actually kind of the step
one of what is home games,because it is kind of a hard
(04:36):
thing for me to describe.
Still, my summary these days isa YouTube for video games,
which sounds lame.
It sounds like, you know, likeUber for dogs or whatever people
say, the kind of typicalstartup do no idea, idea type of
thing.
But, um, anyway, yeah, the demosite works.
It's pretty cool.
Uh, latency is great, at leastfor me, like I said in Tucson,
(04:59):
to this thing in the Bay area,uh, physical server in the Bay
Area, I mean, and yeah, anyway,that was one of my things.
I just wanted to mention thedemo site and the website in
general.
I think we've kind of or I'vecleaned up quite a bit and made
it more functional.
I've made it less scary looking, I think some pages of the when
(05:20):
you go to homegamesio and, forexample, when you log into your
developer account and you seeall of the games and your assets
that you can associate withgames, and now you have this new
profile section where you canfill out like a description for
yourself and all that kind ofstuff and upload an image.
I've revamped a lot of thatstuff to make it less weird and
(05:43):
more intuitive in some ways.
Like, at least you understandthat I'm trying to build a UI
for you to publish video gamesinstead of like, oh, this is a
table with 400 columns andthere's a button in one of them,
but anyway, it's a whole thing.
But the website sucks and I'mstill fixing it.
But it's getting better is mymain thing there.
But the segue is to developerprofiles.
(06:05):
Developer profiles I said it soquickly because I'm so excited
about it, but basically it isthe idea.
If I want to make this aYouTube for video games, we need
to have a way to say here's thegame on a public link.
You can access it, viewinformation about it, and then
you can click my profile, whichme, as a developer, I have like
a whole list of everything I'vepublished, access it, view
(06:26):
information about it, and thenyou can click my profile, which
me, as a developer, I have likea whole list of everything I've
published, and maybe one day youcan follow me and there's a
whole system around that.
So, yeah, step one of that ishaving, like I said, the ability
for developer profiles to existand for you, when you log into
your home games account, to say,yeah, this is my headline, kind
of like Twitter, you know,relatively short description,
(06:48):
and then an image, like Imentioned.
And the other two things are fora QR code.
It's basically a QR code andthen a QR code kind of
annotation or whatever.
You'd call the text beneath itlike a description.
You'd call the text beneath itlike a description, yeah, so I
(07:10):
guess I'm trying to think ofwhat exactly to talk about as
the specific whatever.
So the QR code is for somethinglike a, like a Bitcoin address,
right, obviously it's it'sinformation that is not
convenient to put into a webbrowser or something like that,
or write down.
It's like.
My understanding of QR codes isthat they're meant to basically
convey like websites, andBitcoin addresses is all I see
(07:32):
it used for.
And so my thinking was thepeople that are making games for
home games, which at the moment, is me.
I understand that you need tohave like a profit incentive, a
profit motive to do stuff ingeneral or whatever.
So, uh, how can I enablepayments or donations or
(07:52):
something like that on homegames for developers?
And so I don't want tointegrate with stripe.
I don't want to be a real thingdealing with real money.
Um, just to be like straight up, I don't want to deal with that
stuff because I have a job andI don't want to set up all that
stuff to to handle money through, um, donations or whatever.
(08:14):
So my thinking is just put aBitcoin address there If you, as
a developer, want to acceptdonations.
I want to make it easy for youto do that Kind of like.
Uh, back in the day on a blogor a small website, you would
see the you know like buy me acoffee or whatever button at the
bottom of the page.
It'd be like five you know, tosend them $5 on PayPal or
something like that.
It's basically that sameconcept, but, yeah, with you
(08:39):
know, it doesn't need to be aBitcoin address.
It can be literally whatevertext you want, but that text is
represented as a QR code on yourprofile.
The idea is that when someonegoes to your profile on whatever
device, they can say oh, youknow, I can give them money and
then send you money on Bitcoin.
I don't care about that, Idon't need to know about that, I
have no interest in that, atleast at the moment.
(08:59):
It'd be really cool to makemoney on this someday, but I
have it on the website, but I'mnot interested in that.
I'm more interested in sellinglike a T-shirt or something like
that to make money.
But anyway, anyway, yeah,developer profiles, qr codes.
That is the main idea.
Is Bitcoin address.
It could be anything you want.
It can be a letter to theperson you know.
(09:22):
It could be a fun littlemessage when they scan the QR
thing and they're expecting tosee a bunch of gibberish to link
them to whatever, and it'sactually just a message that
says you know, like I love youor you know some something cute,
or it could be a slur, you know.
Whatever you want, I I reallytruly don't care.
Um, but then, like I alsomentioned before, we have image
support, uh on your profile thatare publicly facing profiles on
(09:45):
the Home Games website, andthat actually I do care about.
If you have a bad, if youupload, like, for example, porn,
as your profile image, Iactually have a system in place
to disable that from beingapproved.
And it's kind of a cool thing.
I built where it's using anactual Mac mini that I'm running
here out of my house, but it'sjust of a cool thing.
I built where it's using anactual mac mini that I'm running
here out of my house, but it'sjust using a simple uh, well, I
(10:08):
don't know how simple it is, Idon't know anything about
machine learning, but it's a notsafe for work image detection
model.
That is basically the approvingmechanism, uh, for every image
that gets published or that getsuploaded to people's profiles
when they try to, you know, settheir profile images.
(10:31):
My thinking there is home gamesis always, or in my head, home
games will always support andallow whatever content, as long
as it's legal in the US, theonly country that matters, and
as long as that's the case, thenI will support it.
But in something like this, ina publicly facing profile, I
don't have any systems in placeto say, for example, have like a
NSFW settings, right.
Like you, as a person, can say,I do opt into seeing porn or
(10:54):
whatever on stuff.
I don't have any of that, soI'd rather just disable it
completely because I don't wantit to be a.
You can go to my website andsee butts or whatever.
I don't think that's great.
So, anyway, I've implementedthis so you can't upload porn as
your profile image as adeveloper.
If you have a problem with that, I genuinely would like to hear
(11:16):
the argument.
I'm cool with the argument.
I just want to.
This is the way I am at themoment, or whatever.
So no porn on your developerprofile, but you can have slurs
in your QR code.
That is my personal philosophy,my moral ground, or whatever
they say.
Uh, anyway, so that's kind ofan interesting thing.
(11:37):
I guess is making it more likeYouTube, which is my goal, um,
and the other thing is the newgames.
So I made videos, or at least avideo in January about weed
smoke Willie.
But essentially it is a gamethat has a relatively fast paced
score attack kind of gameplayand, um, it basically moves
(12:02):
faster than any game that we'veever made in home games and that
was enabled by some performancefixes that I will talk about
later.
But it effectively runs at 60fps.
At least it's rendered thatoften on the server and in my
testing it actually works.
It renders that quickly on mostmodern devices with web
browsers I mean most moderndevices.
(12:26):
When testing with web browsers,I guess the thing runs in a web
browser.
So anyway, that stuff has beenrunning pretty well.
But Weed Smoke Wheelie is cool.
Like I said, I have a video andit's fast is the main thing
there.
The other thing, the more recentthing, is Hangman.
So Hangman, the classic pen andpaper man being hung to death,
(12:48):
step-by-step game, is now onhome games.
We have a single player versionof it so you can just play
against the computer.
I have over or around 500 pregenerated um phrases that you
can guess, so you know, goingthrough a letter by letter,
trying to guess the randomlychosen word out of this
dictionary or phrase out of thiscollection, I mean.
(13:10):
So anyway, that is pretty cool.
I forgot what I was saying.
Oh yeah, single player and thenmultiplayer.
So multiplayer is kind of thecooler version of this.
It's actually kind of fun toplay against the computer, but
it's even better to have anotherperson and the other person.
Well, actually, either of youcan create your own custom
(13:32):
hangman or use like a default Ihave the default, you know,
classic dude dying.
Then you can also use this verypixelated grid-based system to
draw your own hangman if youwant, and so, frame by frame,
you'll say like oh, you know,this is what I want, frame one,
frame two, frame three, to be upto frame five, and a custom
hangman.
Whatever you want could also bea slur again, have fun, live
(13:55):
your life.
Um, so anyway, that is workingand the multiplayer stuff is
working pretty well.
I guess that game is the mostpolished game I think I've ever
made.
Vegas trail, I think was, wasfairly polished, for what it was
is what it was being like apretty widely scoped, complex
(14:16):
game that I, you know, Iwouldn't even say is really
finished yet, but Vegas.
Vegas trail was more of likewhat can this do in in terms of
features Like what is everypossible thing to thing that
this system can do, whereasHangman kind of does the same
thing.
I mean, we have custom images,custom fonts, custom I don't
(14:39):
know whatever like hover effectson stuff, like we have every
feature that we could basicallyuse, but it is a simple, good
version of them and I think it'sa really good showcase of what
home games is at this verymoment.
So, uh, yeah, like I mentionedbefore, it's all.
It's all deployed on our demowebsite.
(14:59):
So please check it out If youare interested at all.
If you're this deep into thepodcast, I promise you care a
little bit.
So go to home gamesio and clickaround and check it out.
And, yeah, play Hangman becauseI think it's really cool and
yeah.
So I have some other notes here,just kind of tangentially
related to what I just talkedabout Documentation.
(15:23):
I hope Yazeed isn't mad at me.
It'd be funny if I opened thisabout you know, like us getting
fake mad at each other, but hemight actually get mad at me.
It'd be funny if I opened thisabout us getting fake mad at
each other, but he mightactually get mad at me, because
I deleted all of hisdocumentation for Squish and I
replaced it with about twoparagraphs and some code
examples and I guess my thinkingthere is.
(15:44):
Basically the documentation hadalready gotten stale and
personally I don't have enoughinterest or really time to
devote to documentation becausethe system and the project
changes so frequently and,realistically, there is no
community yet, so there's nokind of, there's really no
(16:07):
reason to keep it updated, andso documentation just gets old
and crusty and bad, and so I'drather keep it short and simple,
so that way at least it'sconceptually.
Oh, did I just?
I forgot I didn't turn on thenoise gate for this whole
podcast.
Well, whatever, if you getbackground noise, I'm sorry, but
(16:27):
also not really, because I mean, whatever, it's real, man, this
is all real.
So anyway, documentation Idon't care about it, but I'm
going to provide what we need toprovide, to at least provide
high-level, importantdescriptions of what things are,
and one day, when there'senough of an incentive to, I
(16:50):
will create documentation.
On the other side of that, Irealized that we need
documentation for creating games.
Maybe someone can look at Picode Gallo and home games and they
can run the builds and they canplay games, but there's this
barrier to creating them becauseI have zero documentation about
the way that you should createa game and what it.
(17:11):
You know like what you need todo in any way.
In my head it would always bepeople just copying examples
from the stuff I've made andthen you know kind of freaking
it and making it work.
But I recognize that's not howbasically anybody does stuff.
The vast majority of people dostuff.
So you need, there needs to be,some sort of a simple,
(17:32):
straightforward guide, and so Iview this as separate from
documentation.
Documentation is about thesystem itself.
Home games like how do you, howdoes the squisher work?
How does a game session work?
I think that stuff is lessinteresting and less valuable.
But how do you make a game?
Is the is actually required forfor most people, because you
(17:54):
don't need to care about thesystem.
What I'm actually delivering toyou is a thing that lets you
make games, but I'm not givingto you the thing that tells you
how to do it.
Um, if that makes sense.
So I'm trying to think of adumb metaphor for, like, if this
is the YouTube of games, thecode is your camera or whatever.
(18:16):
Anyway, I don't have anythingfor that, so I'm just going to
move on Profiles we talked about.
So I have a note here, becauseYazeed and I talked about this
idea probably years ago on thispodcast about motion or location
(18:37):
detection in a home game, andso the thinking there was how
would we do, for example, a hideand seek a phone or a game, a
phone based home game for hideand go seek, where the system
would actually be able to say,like no, I know that you got
within a foot of this person,the seeker got within a foot of
the hider or whatever kind oflike a, you know, for all you
younger people, maybe a haloinfection type of thing.
(18:59):
It's like that kind of a game,but in person, with a home games
thing.
Anyway, the long and short ofit is we can't do that with the
way that things are today.
We don't have access to preciselocation data via the browser.
I think we would need to buildsomething like an iOS app or an
(19:20):
Android app to have anythingclose to.
You know, I don't need to knowlocation like your actual
physical location on Earth.
I just need to know preciselocations like relative
locations between devices, andthe web browser doesn't give us
anything close to that.
I think in my testing across alaptop, a tablet, a phone and
whatever, all I was able to getwas there's a dot like half a
(19:41):
block down the street which isnowhere close.
So, basically, yeah, we wouldlike to make games that are able
to do cool stuff like that, butthe idea of building an app, at
least to me at this point, itseems like a huge hurdle and not
high enough priority to try tospend, maybe you know, a year
learning Swift.
I I don't know what thelanguage is these days about or
(20:04):
how you would build an iOS app,but, um, anyway, yeah, that was
just an idea and I triedbuilding a proof of concept and
it didn't work, and that's cooland that's fine.
Uh, what's another thing?
Save games and hover States.
These are, these are prettybasic features that almost any
game system I don't really knowwhat this is, I wouldn't call it
(20:27):
a game engine, but game systemwould enable, is save games and
hover states.
What I mean is like, forexample, when you're playing an
RTS and you have a mouse rightand you're moving the mouse
across the screen and you'll seesome sort of a indicator, some
sort of like a hovering thingnext to your mouse.
You're not clicking a thing,you're just moving the mouse,
(20:51):
and so we had no way of trackingthat on the game side if you
weren't clicking anything before.
So something as basic as ahover state is something that I
recently added in the hangmanimplementation, and that's
because when you're hoveringover a letter, uh, to guess
it'll make it bold, which ispretty cool actually, uh, if I,
if I do, say so myself, butanyway, yeah, yeah, uh, hover
states is something that weadded.
(21:13):
And then save games prettyself-explanatory, but we have a
demo of this and it is a.
It's just a button.
You click the button, a numberon the screen goes up.
Uh, there's also a separatebutton where you click it and it
saves state locally.
You can shut down the entireserver, you can bring it back up
and the number will be back towhere it was before you left,
(21:34):
before you killed the session,and so, yeah, the game is
basically just serializing stateand then bringing it back up
when it comes back.
So not really fleshed out.
I've never used a system likethat before, but to me it seems
like it works and it's workingfor that one demo.
So, anyway, save games ispretty cool, hold on, excuse me.
(21:58):
So, anyway, save games, hover.
And then I had anotherrelatively small bug fix for the
click button thing it.
It's not that interesting.
I can now track it when youmove your mouse up right, when
(22:18):
you click on a thing, mouse downand then now there's mouse up
event as well.
That lets us do some uhactually kind of like smoother
button click handling on thebackend, but it's not really
that interesting, um, cool.
So the next few things and areuh are so animations.
I don't really know what or howuh game animations work like in
(22:40):
gears of war.
I don't know how the actualfiles are made to make the guy
look like he's running orwhatever, but in my head, a
simple way to implement it in inhome games is, uh, basically a
slide show of images.
So I made a test.
It's a.
It's a 30 FPS animation with 30PNGs that play in a sequence
and it actually works reallywell.
That was enabled by aperformance change, which I will
(23:04):
also mention, because I foundbasically a horrible bug in the
way that we were handling stateupdates.
So, at its core, the way homegames works is when something
updates in the game.
We have some things that listento the state of the game and
say, oh, something updated.
Let me tell every player in thesession what happened.
(23:25):
They will see it on theirscreens and we'll just keep
going forever.
Um, so the problem was when Isaid, did something update in
this game, I was doing it.
I don't know the actual numbers, but let's say every time that
something actually updated, Iwas seeing 20 updates or 30
updates, and so what that meantis when several updates were
(23:48):
happening at once.
When I say update, I mean likeregular updates.
Say, for example, you moved athing from here to here, you
made two changes, it set 40.
And so say you cascade that outto even more and performance
just became horrific.
And I found that I think in WeedSmoke Willy, Weed Smoke Willy
basically has, let's say, 30 to40 nodes on screen at any time,
(24:14):
between bounding boxes and theasset representations, like the
images and stuff, and thenthere's a sound node as well,
always playing the music.
So there's quite a bit of databeing sent in every single frame
, and 60 FPS is, you know, itgets expensive or whatever.
When you have all this stuff.
And then, using this tool thatI built to look into performance
(24:36):
data for a game server, Irealized that we had this bug
Too many updates were happening,or I was reading updates
incorrectly, I guess, is the wayto say that.
And so now, for every oneupdate, I send one update
instead of 20.
Drastic improvement inperformance.
Weed Smoke Willy, like I saidearlier, runs at 60 FPS and the
(25:02):
animation stuff that I wastalking about, the 30 FPS
animation works really well.
I imagine it would work to 60as well, but I did not want to
draw 60 frames of PNGs, so Ididn't test that.
Okay, next, I just have a notehere about WebGL.
When I was looking into thisperformance stuff, I considered
(25:23):
just kind of swapping out ourcanvas rendering logic to use
WebGL instead, and I was tooconfident.
I just thought I could figureit out.
I thought I was the goat andI'm not, because I don't
understand math that well and Ijust tried looking into the
basics of WebGL.
I saw the word shaders, I sawnumbers that were less than zero
(25:44):
, I saw horrors beyond mycomprehension, so I just I
decided that would back out, andso, anyway, the performance
stuff ended up mostly being thebackend stuff, not client side
rendering.
So anyway, WebGL wouldn'treally be worth it, I think, at
least for me personally.
If Yazeed or whoever else was aWebGL expert and can do it in
(26:05):
like a night then maybe, butthen there's the cost of me
having to learn it and stuff.
So, anyway, no, webgl is thesummary there and, like I
mentioned, I made a tool to helpme diagnose performance issues
and that was actually superhelpful.
All it does is it can you justsay, hey, run a bunch of tests,
(26:28):
it'll pull the main branch ofhome games, it'll run
performance tests against thatbranch and, you know, give you
results.
Or you can point it to anexisting home game server and
say, hey, connect to that andthen give me a bunch of stats on
how it's running, how manyframes per second you're getting
, uh, like the.
Maybe it's telling you the sizeas well.
I forget, I haven't used thisin over a month, but there are
(26:51):
important tools for developersto diagnose issues is the way
I'd summarize.
Yeah, and my last thing here?
Actually, sorry, I have twothings.
My last thing is I'm trying toreduce infrastructure costs.
You know, these elephants,these toy elephants, aren't
cheap.
I have to reduce the AWS coststhat we have, and I think one of
my dreams and I might'vementioned this before is to
(27:13):
basically just have a script toset this all up on a single
instance, a single box, yourversion of home games, the
entire, everything, like, maybe,auth and data stores, and the
publishing catalog, like everysingle part of the service that
I personally offer ashomegamesio, and all this stuff.
(27:35):
Just thinking how, if I wantthis thing to last the I want
the idea to last I have to makeit, uh, something that people
can run without me or myinfrastructure or any secret
things.
I know in my head that I don'tmean to be secrets.
I just forget what I don't knowor what I've done so long ago.
You know, the way that homegames is set up is what I'm
(27:56):
saying.
I don't, I couldn't redo itbecause I don't know how it's
how.
I did it over the course of sixyears and so, anyway, just
trying to reduce the cost and somaking it more sustainable and
then making it in the same way,making it a thing that anybody
else can say like I want.
You know, rickyhomegamescom orrickycom, whatever.
(28:18):
If you own rickycom, you canmake it a homegames or whatever
your own version of home games,using this thing that I would
like to make someday, which letsyou take everything that I've
made publicly available, thecode and everything, and just
make it all run for yourself andit's all kind of magic, because
our infrastructure is the thingthat really kind of stresses me
(28:40):
out the updates, the buildsthat I release and every kind of
thing like that.
I just it's all very finickyand I'd like to make it more
sustainable and reproducible andall the other big words that
make people trust software.
So the last thing I wouldmention, or I would like to
mention, is I've added theconcept of home games services
(29:06):
to games that developers canmake, and so, before I mentioned
, I added an AI pipelinebasically into the home games
API that lets us have this imageclassification model, approving
and denying developer profileimages.
Well, in that same thing, I wasmessing around with a Mistral
(29:27):
seven, the Mistral seven B V,0.2, uh model, uh, llm type of
thing, similar to chat GPT, ifyou're not familiar, or whatever
, but essentially it's a.
It's a free, open source modelthat I'm able to run on a Mac
mini just here out of my house,um, and it's running, like I
said, these these uh, or it'srunning these asynchronous
(29:48):
machine learning jobs for homegames, uh, and so I thought it'd
be cool if I made a proof ofconcept, demo, conversation,
starter game, and so what thisis is players can go into the
game and you type in aconversation topic you know
sloths or pizza or whatever andusing the different conversation
(30:12):
topic ideas from all theplayers, it would aggregate them
or whatever, put them all intoa prompt or a question or
whatever to an LLM and then giveyou back questions or
conversation starters about them.
So you know we're all a bunchof friends hanging out and we
want to.
(30:32):
Wouldn't it be kooky to have aconversation about sloths and
pizzas?
And then you know all thelamest people you've ever met in
your life are having the timeof their lives, and so, anyway,
I made that.
And so there's a little thingit's called Infinite Questions
on Pico de Gallo.
It's also on our most recentbuild where you do exactly that.
(30:53):
You hit the button, it sends arequest to the Home Games API,
the Home Games.
It sends a request to the homegames api.
The home games api sends a or.
It makes a job in a queue.
This worker machine that I havebehind me is processing those
jobs and is giving games theirresponses.
It's really not scalable, it'snot sustainable in this way.
It's really only going to workwhen we have close to zero
(31:15):
people using it, butconceptually I think it's really
cool and I think if I don'tknow, I'm trying not to be a
boomer where I'm like, insteadof AI, we'll replace my job.
It's more about how can Iintegrate AI into my personal
thing and so, anyway, that isthe proof of concept.
(31:35):
We have the services API.
It works.
I think Yazeed and I havetalked before about you know,
integrating with someone'sTwitter profile or whatever.
The thing I built for the AIintegration would be the same
thing that we would use for thatTwitter integration.
It's really the basis of youknow API to uh from from games
(31:58):
in home games.
So, uh, yeah, I guess thatthat's where that is going to
end.
Yeah, that's where that's goingto end.
Uh, so I guess I will leave it.
On, the AI stuff is is weird tome and kind of freaks me out and
, uh, maybe it'll replace all ofour jobs or whatever.
(32:19):
But I think home games for mehas been like a confidence
booster.
It's been a really cool thingthat I've had in the background
of life.
Life, as you may know, it getsvery hard sometimes and I have a
real job.
Sometimes that real job getsvery hard or frustrating or
whatever, but the freedom thathome games gives me to say what
(32:42):
the hell is an LLM, what thehell is llamacpp?
I'm gonna spend the weekendjust integrating that into my
game system and then I'm goingto make a game with it and I can
just do that and I look at thisthing and every part of it and
I've made most of it Like that'sreally really cool to me and I
(33:07):
want that for people also.
So check out home games.
It's very cool and I'm happywith it.
That's been a smooth Sundaywith me.
Joseph, thank you, I'll see you.
We'll see you next time.
Yazeed will be here.