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Month: May 2025

Students find it shockingly easy to create near realtime Facial Recognition Glasses

Students find it shockingly easy to create near realtime Facial Recognition Glasses

Kashif Hoda was waiting for a train near Harvard Square when a young man wearing glasses asked him for directions. A few minutes later, as Mr. Hoda’s train was pulling into the station, the young man, who was a junior at Harvard University named AnhPhu Nguyen, approached him again.

“Do you happen to be the person working on minority stuff for Muslims in India?” Mr. Nguyen asked.

Mr. Hoda was shocked. He worked in biotechnology, but had previously been a journalist and had written about marginalized communities in India.

AnhPhu Nguyen and Caine Ardayfio had created glasses that automatically identify people they look at. Nguyen and Ardayfio are both 21 and studying engineering at Harvard. They said in an interview that their system relied on already widely available technologies, including:

  • Meta glasses, which livestream video to Instagram.
  • Face detection software, which captures faces that appear on the livestream.
  • A face search engine called PimEyes, which finds sites on the internet where a person’s face appears.
  • A ChatGPT-like tool that was able to parse the results from PimEyes to suggest a person’s name and occupation, as well as look up the name on a people search site to find a home address, a phone number and relatives.

“All the tools were there,” Mr. Nguyen said. “We just had the idea to combine them together.” Nguyen posted a video of it working. Watching it is creepy to say the least. Imagine walking in public and anyone, at any time, can know exactly who you are and anything you’ve ever said or done.

Articles:

College grad unemployment rate reaches 30%

College grad unemployment rate reaches 30%

Unemployment rate for college grads has risen 30 percent since September 2022, compared with about 18 percent for all workers.

LinkedIn’s Workforce Confidence Index, a measure of job and career confidence across nearly 500,000 professionals, is hitting new lows amid general uncertainty. Members of Generation Z are even more pessimistic.

Link:

Lidar in Disneyland and Fooling self driving cars

Lidar in Disneyland and Fooling self driving cars


Mark Rober
tested out both a Lexus equipped with lidar, and a Tesla that uses just visible light cameras. He wants to see if which of the systems will fall for a variety of tests that could fool self-driving cars. Including painting a fake road on a brick wall.

Bonus points, he took a lidar onto his ride of various Disneyland rides. He tries to see if by just bringing his lidar on Space Mountain if he could map and 3D print it. Results of that at 16:25

I couldn’t agree more

I couldn’t agree more

“I’m in my 40’s now. When I was a kid, I used to have tons of my favorite books that I wanted to see made into movies. Now, in 2025, I hope the exact opposite for any story I love.”

I saw this quote on a movie buff forum and couldn’t agree more. Classic stories are butchered, re-imagined by people who don’t even know the source material, or reframed for ‘modern’ sensibilities.

We do have examples of amazing Lord of the Rings from Peter Jackson – and then abominations like the follow-up series on Amazon that shows the show runners don’t understand the basics of the source material nor the intent of the author that wrote it.

Cheating in racing

Cheating in racing

A big blow to racers in the 2025 Indy 500 race in the form of after-race penalties. Some of them were expected, but the worst was a penalty against Andretti Global racer Marcus Ericsson that moved him from his 2nd place finish to 31st place due to modifications to the energy management system cover.

Cheating in racing is certainly not new. Smokey Yunick was a deeply involved in the early years of NASCAR as a multiple award winning mechanic. His teams would include 50 of the most famous drivers in the sport, winning a total of 57 NASCAR Cup Series races.

Besides his successes, he was also famous for claiming the majority of the NASCAR rulebook in the 70’s was due to the crazy things he did.

USB3 external GPU

USB3 external GPU

I’ve written about connecting an external GPU to your laptop/NUC system before, but now there’s yet another solution from AMD.

The Tiny Corp showed off connecting an AMD GPU over USB3 via libusb. It should work on Windows, Linux, and even Mac systems. They use a user space driver to simplify development and is limited to AMD RDNA 3/4 GPUs.

Github link for the eGPU USB3 feature.

All too common today

All too common today

Developer Timeline has some pretty funny developer videos.

I’ve personally seen this – and I have been in the industry long enough to know that some of our best developers weren’t the best at interviewing – and vice versa. As the tech layoffs deepen, I think we’ll see more of this.

And if you’re a junior dev:

Why Blue states can’t build enough housing

Why Blue states can’t build enough housing

From a planner who is now recognizing many blue state policies are regressive and a big part of the reason there isn’t enough affordable housing in western blue states (which like Oregon are shrinking) while many red states have lots of attractive affordable housing (and are growing).

Indie game dev that was successful

Indie game dev that was successful

Two guys spent 5 years developing the niche indie game Rail Route. They just hit $2.0M in gross sales and are ranked #117 on Steam. They had some good lessons they shared in their writeup. Here’s a summary of the interesting points:

Their backgrounds:

  • They were both seasoned software engineers. One had experience running a marketing agency, but they were all completely new to game dev.
  • They had CS degrees. Freelanced for 15 years in IT. Lead teams of up to 50 people. Held higher level corporate jobs. Both burned out and wanted to do something else.
  • Their experience: 2 years before EA, 3 years in EA, 1 year after EA

Building momentum while building the product:

  • Gradual release helps build a strong community. Releasing on itch.io first was valuable. Transitioning to a Steam demo helped even more. Don’t be afraid to release something for free. If you finish the game properly, players will buy it.
  • Start early, share everything. Started showing the prototype after 14 days. Just put your game out there. Try different things, whatever you can think of. The more you showcase, the better. Ask for feedback.
    • Sharing ideas too early and getting them stolen is a question you get asked a lot during the process. But I usually say that you are here to make a great game – and if it is that easy to build a great game – then everybody could do it. That’s not happening often, so don’t worry about it.
    • Believe your knowledge of the space is special and your game is awesome/excellent and work like that.
  • If we didn’t do itch.io, we wouldn’t have succeed. We brought our Discord audience to itch.io, which gained us great visibility and launched there. Then we moved that community onto Steam and continue our releases there. Our demo had a lot players – hitting pretty high in ranks for Steam.
  • This was all a crucial part of the audience building.
  • Yeah, first 5 (community members) are hardest, then first 50 and so on. You just start and get going. You keep grinding for years all the time. If your idea is solid, it’s easier. If you can’t get 50 people in reasonable time, your game most probably will suck.

Idea stealing:

  • Idea stealing when releasing early? It’s not happening in their opinion. Your idea doesn’t deliver success. It’s your hard work, your choices, effort, and expertise that will make you a success. Don’t worry about it. Also don’t worry about the piracy. Focus on your success and not on the stuff that is not helping you to deliver it.
  • If someone sees your prototype on itch.io and wants to make a game with the same idea without literally stealing your build, then they have to start building from scratch at that moment with none of the experience or foundational tech you gained by making the prototype. You also most likely have a head start as you probably started work on the final product around the time you put the prototype up, ideally beforehand, and have already been planning the final product ideas to some degree long before that. If you’ve also been growing a community then that’s even more of a lead. Not only have you started getting people interested in you and your product earlier, but you’ve also begun building a reputation that any imitator will have to compete with. It’s usually pretty expensive and difficult to overcome those odds.
    Even if someone is somehow motivated enough to do that, it’s a good thing. Let them release, see how they do, learn from their reviews, and release something better when the time is right. Market around your prototype being the OG (without being a baby about “idea theft”) and this being the culmination of all your hard work to perfect that design. Competition is good. As a niche grows, the rising tide of interest in that niche lifts all boats.
  • If your success hinges on being the first to market then you’re not in business, you’re just gambling – with terrible odds.

Remote work:

  • Scaling a team remotely worked better than expected. We brought in new people fully remote, and it was easier than we thought. It also gave us a chance to learn about different cultures, which we really enjoyed.
  • Keys to remote work success – Creative development like game development or marketing require live feedback and interactions. Text (slack, discord, teams) is your enemy, voice & video is your friend.
  • We hired via Discord first, then Linkedin as well. It’s super easy. You need a new person / role? You can have them in a few days max.

Money:

  • They paid for Early Access out of sales from itch.io. But if you aren’t successful on release, you are done. I can imagine that finishing a game that did not deliver good results in an early access launch is an impossible task.
  • Early Access was valuable for funding, but also came with baggage. If we had the money, we wouldn’t have done it. Big changes hurt our reviews because players hate drastic shifts in gameplay. We lacked a clear roadmap early on, which made things harder. If we did it again, we’d leave the 1.0 launch alone and release 2.0 instead of changing so much post-launch.
  • It grew really expensive over time. We have used all Early Access money and have put it all back into the game. We should be more cautious with spending those money and manage our scope better.
  • We were usually putting 10-25% of our income back into marketing.
  • 56% is gross to net ratio for us (total sales less returns less VAT less steam cut)

Advertising:

  • If you have money, test ads. We started spending on wishlists, and it worked well for us. If you’re in a position to experiment, try different platforms and track what brings results.
  • Ads, targeting, spend – You just don’t develop the game, you develop the marketing along. We’ve ran 80 campaigns past year, trying normal ads, meme ads, AI generated ads, in-game footage ads, everything you name it. We doing this all the time past 5 years. We develop not just our game but our marketing campaigns. We are at $0.07 per click with $3 CPM and around 4-6% CTR. Monthly spending on ads is currently around $3k.
  • We are running ads 24/7 on Meta. Sometimes on Reddit as well.
  • Once steam page was up, we monitored our cost per wishlist (I think it was around $0.3). We tried to spend as much as possible while maintaining that cost. There was quite a fast ceiling, the audience is finite.
  • Our current spend is around $3k / monthly
  • You’ll need to try whatever amount. But it must be reasonable big to let you see the differences in your conversions. We’ve tried reddit, twitter, google, youtube, meta. Meta worked best for our game.