MCP is a powerful piece of tech. The idea of an API for AI unlocks a whole new world of possibilities. While it still feels a bit distant from our everyday workflows, we’re actively exploring how to make it fit—and whether a simpler alternative might work just as well.
OpenAI recently released a series of videos showcasing different use cases for ChatGPT. I wanted to summarize them here, because otherwise I'd have to dig through each video again to find those useful examples—and that would be annoying.
How hard would it be to take a topic and generate a one-page comic out of it?
Let’s talk about simple financial analysis with LLMs. In this post, I’m not focusing on how to manage expenses. Instead, let’s see if we can gain some insights into investment analysis.
We're back with part two of our LLM animation adventure, this time giving Gemini 2.5 a whirl. We'll walk you through how we tweaked prompts to get that cool particle sand effect, and share some thoughts on how Gemini handles code changes step-by-step.
There's been a lot of excitement lately about the coding capabilities of modern Large Language Models (LLMs), so I figured it's high time I checked them out for myself. Will lead to replacement of engeeneers anytime soon? Maybe, maybe not—but either way, I'm curious to explore what these tools can offer right now.
Submit buttons often leave users waiting with no feedback. Let's explore simple, effective ways to show users something's happening, even without precise progress data.
One of the challenging issues with in-game explosions - is to decide how you'll deal damage to the player. First, it should be an area damage and regardless of the player's position he should receive damage (if he stays close enough).
Lately I finished the "Designing Games", by Tynan Sylvester, lead developer of Rimworld. Highly recommend to everyone who is interested in game design. This book is not about the code, but about experience that your game will create.
If you used tiles in your game, you know what I’m talking about. Usually its white lines, but they can be of any color, and it can drive you crazy. It looks like that the problem is related to how unity allocates tiles from your sprites.