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Friday Facts #447 - Factorio that you can touch
Factorio’s Friday Facts #447 covers a physical Factorio experience: how a playtesting event snowballed into a touchable factory build players can visit, with design notes from the Wube team.
10 min · 2,235 words
mantle.nes breakdown blog part 1
Drmelon walks through building mantle.nes—a multi-month NES demake/fangame of a Deltarune Chapter 3 sequence—covering constraints, techniques, and why the project took shape.
16 min · 3,755 words
The science of Monkey Island: can grog actually dissolve a metal mug that fast?
Journal of Geek Studies tests the Monkey Island gag: whether acidic grog could dissolve a metal mug, with chemistry, history, and experiment notes.
16 min · 3,665 words
How GPT-6 Astra ascended NetHack: setup, agent loop, tool use, failure modes, and what beating a famously hard roguelike says about LLM agents in open-ended environments.
11 min · 2,477 words
Ben Swerdlow benchmarks Codex, Claude, and Grok agents across 171 StarCraft: Brood War matches—leaderboards, APM, cost per game, and analysis showing none played beyond beginner while Codex Astra led.
9 min · 2,151 words
Simon Sapin models Factorio Space Age quality upcycling with transition matrices and equilibrium equations, then builds an interactive TypeScript calculator for gambling, washing, upcycling, and asteroid reprocessing loops.
15 min · 3,372 words
Software occlusion culling in Block Game
Eniko walks through software-rendered occlusion culling for a voxel/block game on a weak integrated GPU—why CPU-side culling mattered, how the technique works, and the performance wins on modest hardware.
16 min · 3,579 words