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Motorola, a Lenovo Company, announced the addition of new consumer and enterprise solutions to its portfolio today at Mobile World Congress. The company unveiled a partnership with the GrapheneOS Foundation, to bring cutting-edge security to everyday users across the globe. In addition, Motorola introduced a new Moto Secure feature and Moto Analytics, to expand Motorola’s B2B ecosystem with advanced security and deeper operational insights for organizations across industries. These announcements reinforce Motorola’s commitment to delivering intelligent, and highly capable technology with enhanced security for customers worldwide.
GrapheneOS Foundation Partnership
Motorola is introducing a new era of smartphone security through a long‑term partnership with the GrapheneOS Foundation, the leading nonprofit in advanced mobile security and creators of a hardened, operating system based on the Android Open Source Project. Together, Motorola and the GrapheneOS Foundation will work to strengthen smartphone security and collaborate on future devices engineered with GrapheneOS compatibility.
“We are thrilled to be partnering with Motorola to bring GrapheneOS’s industry‑leading privacy and security‑focused mobile operating system to their next-generation smartphone”, said a spokesperson at GrapheneOS. “This collaboration marks a significant milestone in expanding the reach of GrapheneOS, and we applaud Motorola for taking this meaningful step towards advancing mobile security.”
By combining GrapheneOS’s pioneering engineering with Motorola’s decades of security expertise, real‑world user insights, and Lenovo’s ThinkShield solutions, the collaboration will advance a new generation of privacy and security technologies. In the coming months, Motorola and the GrapheneOS Foundation will continue to collaborate on joint research, software enhancements, and new security capabilities, with more details and solutions to roll out as the partnership evolves.
Moto Analytics
Today, Motorola also introduced Moto Analytics, an enterprise‑grade analytics platform designed to give IT administrators real‑time visibility into device performance across their fleet. Unlike traditional EMM tools that focus primarily on access control, Moto Analytics provides deep operational insights, from app stability to battery health and connectivity performance.
With this data, IT teams can troubleshoot more efficiently, prevent issues before they escalate, and maintain employee productivity. As part of the ThinkShield ecosystem, Moto Analytics integrates seamlessly with existing enterprise environments and scales effortlessly as organizations grow.
Private Image Data
Motorola is also expanding its Moto Secure platform with a new feature, Private Image Data. This tool gives users greater control over the hidden data stored in their photos. When enabled, it automatically removes sensitive metadata from all new camera images on the device, helping protect details like location and device information. This protection runs quietly in the background, preserving the image itself while clearing some of the private data attached to it.
Private Image Data joins a growing set of protections within the Moto Secure app, Motorola’s central hub for essential privacy and security tools powered by ThinkShield. From managing app permissions to securing sensitive files and monitoring device integrity, Moto Secure brings key Android and Motorola safeguards together in one place, making it easier for users to understand and manage their device’s security.
Private Image Data will begin rolling out to motorola signature devices in the coming months, with additional updates and refinements expected over time.
With the introduction of these new solutions, Motorola is expanding its enterprise portfolio with solutions built for today’s most demanding business environments. From advanced security to operational efficiency and intelligent device management, these innovations reflect Motorola’s commitment to empowering organizations with technology that is security-focused, reliable, and ready for the future.
Legal Disclaimers
Certain features, functionality, and product specifications may be network-dependent and subject to additional terms, conditions, and charges. All are subject to change without notice. MOTOROLA, the Stylized M Logo, MOTO, and the MOTO family of marks are trademarks of Motorola Trademark Holdings, LLC. LENOVO and THINKSHIELD are trademarks of Lenovo. Android is a trademark of Google, LLC. All other trademarks are the property of their respective owners. ©2026 Motorola Mobility LLC. All rights reserved.
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Read the original on motorolanews.com »
Microsoft’s aggressive AI push in Windows 11 through 2025 brought upon themselves the title Microslop. Unfortunately for the company, it’s everywhere on social media, and there isn’t a way to stop the spread, unless, of course, it’s their own Discord server.
Windows Latest was first to notice that the word “Microslop” was actively filtered in the official Microsoft Copilot Discord server.
As you can see in the above screenshot, any message containing the term is automatically blocked, and users see a moderation notice stating that the message includes a phrase considered inappropriate by server rules.
The extreme backlash that Microsoft has to endure every day on social media is nothing short of extraordinary. Surely the company is responsible for this fallout, as they prioritized AI more than the stability of the OS that it needs to run on.
Copilot, being the most visible face of that effort, has naturally become the scapegoat. So when a nickname like “Microslop” starts trending across socials, it was only a matter of time before it reached official channels as well.
Windows Latest found that sending a message with the word “Microslop” inside the official Copilot Discord server immediately triggers an automated moderation response. The message does not appear publicly in the channel, and instead, only the sender sees the notice stating that the content is blocked by the server because it contains a phrase deemed inappropriate.
Of course, the internet rarely leaves things there. Shortly after Windows Latest posted about Copilot Discord server blocking Microslop on X, users began experimenting in the server with variations such as “Microsl0p” using a zero instead of the letter “o.”
Predictably, those versions slipped past the filter. Keyword moderation has always been something of a cat-and-mouse game, and this isn’t any different.
What started as a simple keyword filter quickly snowballed into users deliberately testing the restriction and posting variations of the blocked term. Accounts that included “Microslop” in their messages first got banned from messaging again.
Not long after, access to parts of the server was restricted, with message history hidden and posting permissions disabled for many users.
Microsoft’s brand image might already be at an all-time low, and even as the company announced plans to fix Windows 11 with performance improvements and less AI, the software giant can’t risk getting more hatred towards their expensive investment in Copilot, especially since Microsoft’s head start in AI is starting to be overshadowed by competitors like Anthropic, Google, OpenAI, and maybe even Apple in the near future.
Back in December 2024, when Microsoft invited users to join the Copilot Discord server through an official X post, the response was largely curious and enthusiastic, with people willing to explore the AI’s capabilities.
Since then, sentiment around Copilot and its usage has dropped alongside Microsoft’s broader AI push across Windows 11. At its present state, Copilot has added some capabilities that are genuinely useful in day-to-day workflows. Features like connectors can pull contextual data from services such as Google Contacts, Gmail, and Outlook to retrieve phone numbers or email addresses directly inside Copilot, something competing tools like Gemini have not yet cracked, as we found in our detailed testing.
It remains to be seen if this episode fades as a minor community moderation story or becomes another chapter in Microsoft’s complicated relationship with its AI rollout.
Microsoft reached out to Windows Latest with an official statement noting why the company had to lock the Copilot Discord server.
According to a Microsoft spokesperson, the Copilot Discord server was recently targeted by coordinated spam intended to disrupt conversations. The company says the activity initially appeared as large volumes of repetitive or irrelevant messages, prompting moderators to introduce temporary keyword filters to slow the influx.
“The Copilot Discord channel has recently been targeted by spammers attempting to disrupt and overwhelm the space with harmful content not related to Copilot. Initially, this spam consisted of walls of text, so we added temporary filters for select terms to slow this activity. We have since made the decision to temporarily lock down the server while we work to implement stronger safeguards to protect users from this harmful spam and help ensure the server remains a safe, usable space for the community,” a Microsoft spokesperson told Windows Latest.
Microsoft added that blocking terms such as “Microslop,” along with other phrases in the spam campaign, was not intended as a permanent policy but a short-term mitigation while the company manages to put additional protections in place.
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Read the original on www.windowslatest.com »
Im Blog: das User Interface von /e/OS entwickelt sich mit einem neuen, optimierten Erscheinungsbild.
/e/OS is an open-source mobile operating system paired with carefully selected applications. They form a privacy-enabled internal system for your smartphone. And it’s not just claims: open-source means auditable privacy. /e/OS has received academic recognition from researchers at the University of Edinburgh and Trinity College of Dublin. We could have just focused on an OS, but apps and online services are crucial components of our everyday experience, too.These online services, including our search engine, email platform, cloud storage and other online tools, create a unique privacy enhanced environment.
/e/OS is a “deGoogled” version of Android OS. It has an open-source Android OS core, with no Google apps or Google services accessing your personal data.Google default search engine has been removed from the OS everywhere and replaced with our new ethical search engine: Murena FindGoogle Services have been replaced by microGConnectivity checks do not use Google serversWe do not use Google’s Network Time Protocol serversWe do not use Google’s Domain Name System serversGeolocation uses BeaconDB Location Services in addition to GPS
/e/OS is compatible with all your favorite Android apps, because keeping your data private shouldn’t mean forgoing your digital experience.Within /e/OS you’ll find a set of carefully selected default apps to cover your most common needs, personal and professional: get your emails, plan your week ahead, chat with your friends and coworkers, browse the web, check the weather, check your itinerary for your next meeting…All the apps are based on open source bricks. We improve their design and experience to make them look stellar and easy to use daily.For everything else, head to our App Lounge!
Applications available in our Installer include open source apps that you can get from Fdroid, as well as free Android apps that you would find in your usual repository.In a blink of an eye, /e/OS can decipher the app code for you: you can see which and how many trackers are in the app. It also documents the number of permissions the app requires to operate. With an easy to read scoring, you can see which apps are safe and which ones should be avoided.
Not only /e/OS informs you about trackers found in apps but you will be able to choose whether you accept or not to stay tracked in the Advanced Privacy widget, along with other cool features such as hiding your IP address or geolocation when you feel like it.This feature and our ad blocker enabled by default in the web browser will also let you enjoy a digital life with very few or no ads in applications and on the web.
Operated by Murena, your Murena Workspace account @murena.io is at the centre of the ecosystem, allowing to store, back up and retrieve your data safely on remote servers.It lets you store, back up and retrieve your data safely on remote servers. For advanced users, we also offer options to self-host.It allows you to work and collaborate with your office documents online. The Murena Workspace account comes with 1GB of free storage, a free email address and Murena Vault: an end-to-end encrypted directory for ultimate protection of your documents. A great replacement to Office365.
/e/OS has its own parental control functionality that keeps children away from non-appropriate web contents and apps, depending on their age.It also offers an option to select apps that cannot be installed, and customizable screen-time limit. Parents now also have an option to locate their child’s smartphone using /e/OS’ Find my device feature.
/e/OS comes with Account Manager. This application allows you to add your account(s) from any provider and sync your data on your
/e/OS device.
This way you can check your new emails in real time, see when is your next meeting, call your new neighbour whose number you had saved on another device and update your tasks in real time…
And all this while respecting your privacy: your data is stored locally on your device and is not shared with any third party servers except of course as required by Murena Workspace, Google, Yahoo or any other provider for authentication and synchronization purpose.
Want to learn more? Read the full description of the /e/OS on a
Want to give /e/OS a try? We have different options for you, whether you’re a hands-on user or prefer a turn key solution.
You want a smartphone with /e/OS out of the box?
Look no further and browse among our selection of deGoogled Android smartphones.
The /e/OS Installer is a web application which helps users install /e/OS on supported devices in just a few clicks! It works with browsers supporting WebUSB.
If the Easy Installer doesn’t support your device yet, and you are a more experienced user, download and install /e/OS directly from our Gitlab environment.You’ll find detailed instructions for each supported device and all the tools you need to get /e/ running in a matter of minutes.
To help you get started with /e/OS or your Murena Workspace account, you will find troubleshooting guides, and How To’s about many topics like setting up your mail account or migrating your data.
Our Community Forum is the best place to learn more about the project, upcoming features, get user help or just post your impressions.
Prefer messaging? Developers and expert users are also available to offer technical support by chat via a dedicated Telegram channel.
If you are a developer and would like to get direct access to our resources, report a bug or contribute?
We can offer professional services for your business!
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Read the original on e.foundation »
git-memento is a Git extension that records the AI coding session used to produce a commit.
It runs a commit and then stores a cleaned markdown conversation as a git note on the new commit.
* Attach the AI session trace to the commit (git notes).
* Keep provider support extensible (Codex first, others later).
git memento init
git memento init codex
git memento init claude
git memento commit
git memento commit
You can pass -m multiple times, and each value is forwarded to git commit in order. When -m is omitted, git commit opens your default editor.
* Without a session id, it copies the note(s) from the previous HEAD onto the amended commit.
* With a session id, it copies previous note(s) and appends the new fetched session as an additional session entry.
* A single commit note can contain sessions from different AI providers.
–summary-skill (for commit and amend ) changes note behavior:
* The default notes ref (refs/notes/commits) stores a summary record instead of the full transcript.
* The full session is stored in refs/notes/memento-full-audit.
* The CLI prints the generated summary and asks for confirmation.
* If rejected, you must provide a prompt to regenerate.
* default maps to the repository skill at skills/session-summary-default/SKILL.md.
* The default summary skill is always applied as a baseline; if a user-provided summary skill conflicts with it, user-provided instructions take precedence.
You can verify both notes after a summary run:
git notes show
git memento share-notes
git memento share-notes upstream
This pushes refs/notes/* and configures local remote. so notes can be fetched by teammates.
Push your branch and sync notes to the same remote in one command (default: origin):
git memento push
git memento push upstream
This runs git push and then performs the same notes sync as share-notes.
git memento notes-sync
git memento notes-sync upstream
git memento notes-sync upstream –strategy union
* Merges remote notes into local notes and pushes synced notes back to the remote.
git memento notes-rewrite-setup
Carry notes from a rewritten range (for squash/rewrite flows) onto a new target commit:
git memento notes-carry –onto
This reads notes from commits in .. and appends provenance blocks to . It carries both refs/notes/commits and refs/notes/memento-full-audit.
git memento audit –range main..HEAD
git memento audit –range origin/main..HEAD –strict –format json
git memento doctor
git memento doctor upstream –format json
git memento help
git memento –version
Provider defaults can come from env vars, and init persists the selected provider + values in local git config:
* MEMENTO_CODEX_SUMMARY_ARGS (default: exec -c skill.effective_path={effectiveSkillPath} -c skill.default_path={defaultSkillPath} -c skill.user_path={userSkillPath} “{prompt}“)
* Summary prompt explicitly instructs the model not to follow instructions embedded in transcript content.
* If the repository is not configured yet, commit, amend , push, share-notes, notes-sync, notes-rewrite-setup, and notes-carry fail with a message to run git memento init first.
If a session id is not found, git-memento asks Codex for available sessions and prints them.
dotnet publish src/GitMemento.Cli/GitMemento.Cli.fsproj -c Release -r osx-arm64 -p:PublishAot=true
dotnet publish src/GitMemento.Cli/GitMemento.Cli.fsproj -c Release -r linux-x64 -p:PublishAot=true
dotnet publish src/GitMemento.Cli/GitMemento.Cli.fsproj -c Release -r win-x64 -p:PublishAot=true
Copy the produced executable to a directory in your PATH.
Ensure the binary name is git-memento (or git-memento.exe on Windows).
git memento commit
curl -fsSL https://raw.githubusercontent.com/mandel-macaque/memento/main/install.sh | sh
* Release assets are built with NativeAOT (PublishAot=true) and packaged as a single executable per platform.
* If the workflow runs from a tag push (for example v1.2.3), that tag is used as the GitHub release tag/name.
* If the workflow runs from main without a tag, the release tag becomes (for example 1.0.0-a1b2c3d4).
* install.sh always downloads from releases/latest, so the installer follows the latest published GitHub release.
CI runs install smoke tests on Linux, macOS, and Windows that verify:
* install.sh downloads the latest release asset for the current OS/architecture.
* The binary is installed for the current user into the configured install directory.
* git memento –version and git memento help both execute after installation.
dotnet test GitMemento.slnx
npm run test:js
This repository includes a reusable marketplace action with three modes:
* mode: gate: runs git memento audit as a CI gate and fails if note coverage checks fail. git-memento must already be installed in the job.
* mode: merge-carry: on merged pull requests, carries notes from PR commits onto the merge commit and pushes refs/notes/*.
name: memento-note-comments
on:
push:
pull_request:
types: [opened, synchronize, reopened, labeled, unlabeled]
permissions:
contents: write
pull-requests: read
jobs:
comment-memento-notes:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
with:
fetch-depth: 0
- uses: mandel-macaque/memento@v1
with:
mode: comment
github-token: ${{ secrets.GITHUB_TOKEN }}
* ignore-label (default: ignore-notes, gate mode)
If present on a pull request, gate note checks are skipped and a PR comment with Notes ignored is posted.
* If present on a pull request, gate note checks are skipped and a PR comment with Notes ignored is posted.
* carry-base-sha (optional, merge-carry mode) - base SHA used when carry-range is empty.
* carry-head-sha (optional, merge-carry mode) - head SHA used when carry-range is empty.
* carry-provider (default: codex, merge-carry mode) - provider value set in local git config for notes-carry.
name: memento-note-gate
on:
pull_request:
types: [opened, synchronize, reopened, labeled, unlabeled]
permissions:
contents: read
issues: write
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Read the original on github.com »
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To stream WLTX 19 on your phone, you need the WLTX 19 app.
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Example video title will go here for this video
To stream WLTX 19 on your phone, you need the WLTX 19 app.
EVERETT, Wash. — The City of Everett has shut down its entire network of Flock license plate reader cameras after a Snohomish County judge ruled the footage those cameras collect qualifies as a public record.
The decision came after a Washington man filed public records requests seeking access to data captured by the cameras.
Jose Rodriguez of Walla Walla, represented by attorney Tim Hall, requested the footage from multiple jurisdictions in Washington state, to see what information the automated license plate reader system was collecting.
“He started noticing that the cameras were everywhere — he wanted to see what kind of data they collect,” Hall said.
The requests revealed that Flock cameras continuously capture thousands of images, regardless of whether a vehicle is linked to a crime.
When several cities, including Everett, moved to block the request, the case went to court.
On Tuesday, a Snohomish County judge ruled that footage captured by Flock cameras qualifies as a public record under Washington law, meaning members of the public can request access to the data.
Everett Mayor Cassie Franklin said the city disagrees with the ruling and is concerned about who could obtain the footage.
“We were very disappointed,” Franklin said. “That means perpetrators of crime, people who are maybe engaged in domestic abuse or stalkers, they can request footage and that could cause a lot of harm.”
Following the ruling, Everett temporarily turned off all 68 of its Flock cameras.
At the same time, lawmakers in Olympia are debating a bill that would exempt Flock footage from public records law.
Supporters of the proposed legislation argue that public access to the data could create safety risks, including the possibility that federal immigration agents could attempt to obtain footage through public disclosure requests.
Hall pushed back on those concerns, saying public records requests are typically a lengthy process and unlikely to be useful for real-time tracking.
“As somebody who has made hundreds of public records requests myself, and represented many, many people in public records lawsuits, it’s generally a lengthy process,” Hall said. “Same would be true for ICE. They’re going to get data from where you were three months, two months ago.”
Franklin said if lawmakers pass legislation allowing cities to shield Flock data from public disclosure, Everett would consider turning the cameras back on. She said the city is not dismantling or removing the cameras in the meantime.
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Read the original on www.king5.com »
Skip to product information
The independent European Do It Together (DIT) Linux phone, shaped by the people who use it.
Order from the first 1000 units of the first normal production run
8GB RAM, you can upgrade your RAM to 12GB with 50€
Order from the first 1,000 units produced. Delivered after previous batches.
Sep 2026 — first 1000 units now available
This item is a recurring or deferred purchase. By continuing, I agree to the and authorize you to charge my payment method at the prices, frequency and dates listed on this page until my order is fulfilled or I cancel, if permitted.
View full details
We are bringing back the iconic The Other Half open innovation platform and smart covers!
Help us design the first modules, and vote on features. Join the innovation program today.
Join In
8GB RAM and 256GB storage expandable up to 2TB. 12GB RAM upgrade option available
No tracking, no calling home, no hidden analyticsUser configurable physical Privacy Switch - turn off your microphone, bluetooth, Android apps, or whatever you wish
Available in three distinct colours inspired by Nordic nature
To be selected upon final payment
Defined together with the Community
Sailfish OS community members voted on what the next Jolla device should be. The key characteristics, specifications and features of the device. Based on community voting and real user needs, this device has only one mission:
No tracking, no calling home, no hidden analytics.
Your phone, your apps, your control
Run native Sailfish apps, Android apps with AppSupport, or go fully de-Googled whenever you wish — simply by shutting down the Android apps.
Unlike mainstream phones, Sailfish OS is designed not to harvest your data. No trackers. No profiling. No data monetisation. Your phone should work for you, not exploit you.
Sailfish OS is proven to outlive mainstream support cycles. Long-term OS support, guaranteed for minimum 5 years. Incremental updates, and no forced obsolescence.
Your Phone Shouldn’t Spy on YouMainstream phones send vast amounts of background data. A common Android phone sends megabytes of data per day to Google even if the device is not used at all. Sailfish OS stays silent unless you explicitly allow connections.
DIT: DO IT TOGETHER
You voted on the deviceYou guided its specs and definitionAnd now you help bring it to life
Our Community
We produce in limited batches. Ordering early secures your place in Sep 2026 delivery batch, the first 1000 units of this run.
If I pre-order now, when do I need to pay the final payment?
The final payment of the Sep 2026 production batch will be collected by end of June 2026.
Batch #1, #2, and #3 are now locked. The first 1000 units of the Sept-2026 production batch is now available, priced at 649€ including your local VAT. All orders include a refundable 99€ down payment, deducted from your final payment. Estimated delivery: September 2026.
What is the normal price of the product, do I get discount by ordering now?
By ordering now you secure your total final price of 649€ (incl. your local VAT).Notably in particular memory component prices have had exceptionally high volatility in past 6 months. Thus, we sell in limited batches so we can plan and manage working capital.
Is this phone real or just a concept?
It is real. We successfully completed the pre-order phase and secured the product program. Please join and follow the progress in the forum.
Will there be accessories, like a spare battery and protective case?
Yes, there will be. We’ll make those available on due course the project.
When will the first Jolla Phones ship? When I get mine?
We estimate to start shipping the batch #1 pre-orders by end of June 2026. The Sep 2026 batch will ship in September 2026.
Will the Jolla Phone work outside Europe, can I use it e.g. in the U.S.?
Yes, we have designed the cellular band configuration to enable global traveling as much as possible, including e.g. roaming in the U.S. carrier networks.
Can I buy the Jolla Phone if I’m outside Europe, can I use it e.g. in the U.S.?
The initial sales markets are EU, UK, Switzerland and Norway. Entering other markets, such as the U.S. and Canada are to be decided due course based on potential interest from the areas. We have designed the cellular band configuration to enable potential future markets, including major U.S. carrier networks.
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Read the original on commerce.jolla.com »
It’s 2025 and I am still making video games, which according to archive.org is 20 years since I started making games! That’s a pretty long time to be doing one thing…
When I share stuff I’m working on, people frequently ask how I make games and are often surprised (and sometimes concerned?) when I tell them I don’t use commercial game engines. There’s an assumption around making games without a big tool like Unity or Unreal that you’re out there hand writing your own assembly instruction by instruction.
I genuinely believe making games without a big “do everything” engine can be easier, more fun, and often less overhead. I am not making a “do everything” game and I do not need 90% of the features these engines provide. I am very particular about how my games feel and look, and how I interact with my tools. I often find the default feature implementations in large engines like Unity so lacking I end up writing my own anyway. Eventually, my projects end up being mostly my own tools and systems, and the engine becomes just a vehicle for a nice UI and some rendering…
At which point, why am I using this engine? What is it providing me? Why am I letting a tool potentially destroy my ability to work when they suddenly make unethical and terrible business decisions? Or push out an update that they require to run my game on consoles, that also happens to break an entire system in my game, forcing me to rewrite it? Why am I fighting this thing daily for what essentially becomes a glorified asset loader and editor UI framework, by the time I’m done working around their default systems?
The obvious answer for me is to just not use big game engines, and write my own small tools for my specific use cases. It’s more fun, and I like controlling my development stack. I know when something goes wrong I can find the problem and address it, instead of submitting a bug report and 3 months later hearing back it “won’t be fixed”. I like knowing that in another two decades from now I will still be able to compile my game without needing to pirate an ancient version of a broken game engine.
Obviously this is my personal preference - and it’s one of someone who has been making indie games for a long time. I used engines like Game Maker for years before transitioning to more lightweight and custom workflows. I also work in very small teams, where it’s easy to make one-off tools for team members. But I want to push back that making games “from scratch” is some big impossible task - especially in 2025 with the state of open source frameworks and libraries. A lot of popular indie games are made in small frameworks like FNA, Love2D, or SDL. Making games “without an engine” doesn’t literally mean opening a plain text editor and writing system calls (unless you want to). Often, the overhead of learning how to implement these systems yourself is just as time consuming as learning the proprietary workflows of the engine itself.
With that all said, I think it’d be fun to talk about my workflow, and what I actually use to make games.
Most of my career I’ve worked in C#, and aside from a short stint in C++ a few years ago, I’ve settled back into a modern C# workflow.
I think sometimes when I mention C# to non-indie game devs their minds jump to what it looked like circa 2003 - a closed source, interpreted, verbose, garbage collected language, and… the language has greatly improved since then. The C# of 2025 is vastly different from the C# of even 2015, and many of those changes are geared towards the performance and syntax of the language. You can allocate dynamically sized arrays on the stack! C++ can’t do that (although C99 can ;) …).
The dotnet developers have also implemented hot reload in C# (which works… most of the time), and it’s pretty fantastic for game development. You can launch your project with dotnet watch and it will live-update code changes, which is amazing when you want to change how something draws or the way an enemy updates.
C# also ends up being a great middle-ground between running things fast (which you need for video games) and easy to work with on a day-to-day basis. For example, I have been working on City of None with my brother Liam, who had done very little coding when we started the project. But over the last year he’s slowly picked up the language to the point where he’s programming entire boss fights by himself, because C# is just that accessible - and fairly foot-gun free. For small teams where everyone wears many hats, it’s a really nice language.
And finally, it has built in reflection… And while I wouldn’t use it for release code, being able to quickly reflect on game objects for editor tooling is very nice. I can easily make live-inspection tools that show me the state of game objects without needing any custom meta programming or in-game reflection data. After spending a few years making games in C++ I really like having this back.
Inspecting an object with reflection in Dear ImGui
This is kind of the big question when writing “a game from scratch”, but there are a lot of great libraries to help you get stuff onto the screen - from SDL, to GLFW, to Love2D, to Raylib, etc.
I have been using SDL3 as it does everything I need as a cross-platform abstraction over the system - from windowing, to game controllers, to rendering. It works on Linux, Windows, Mac, Switch, PS4/5, Xbox, etc, and as of SDL3 there is a GPU abstraction that handles rendering across DirectX, Vulkan, and Metal. It just works, is open source, and is used by a lot of the industry (ex. Valve). I started using it because FNA, which Celeste uses to run on non-Windows platforms, uses it as its platform abstraction.
That said, I have written my own C# layer on top of SDL for general rendering and input utilities I share across projects. I make highly opinionated choices about how I structure my games so I like having this little layer to interface with. It works really well for my needs, but there are full-featured alternatives like MoonWorks that fill a similar space.
Before SDL3′s release with the GPU abstraction, I was writing my own OpenGL and DirectX implementations - which isn’t trivial! But it was a great learning experience, and not as bad as I expected it to be. I am however, very grateful for SDL GPU as it is a very solid foundation that will be tested across millions of devices.
Finally, for Audio we’re using FMOD. This is the last proprietary tool in our workflow, which I don’t love (especially when something stops working and you have to hand-patch their library), but it’s the best tool for the job. There are more lightweight open source libraries if you just want to play sounds, but I work with audio teams that want finite control over dynamic audio, and a tool like FMOD is a requirement.
I don’t have much to say about assets, because when you’re rolling your own engine you just load up what files you want, when you need them, and move on. For all my pixel art games, I load the whole game up front and it’s “fine” because the entire game is like 20mb. When I was working on Earthblade, which had larger assets, we would register them at startup and then only load them on request, disposing them after scene transitions. We just went with the most dead-simple implementation that accomplished the job.
All the assets for City of None loading in 0.4 seconds
Sometimes you’ll have assets that need to be converted before the game uses them, in which case I usually write a small script that runs when the game compiles that does any processing required. That’s it.
Some day I’ll write a fully procedural game, but until then I need tools to design the in-game spaces. There are a lot of really great existing tools out there, like LDtk, Tiled, Trenchbroom, and so on. I have used many of these to varying degrees and they’re easy to set up and get running in your project - you just need to write a script to take the data they output and instantiate your game objects at runtime.
However, I usually like to write my own custom level editors for my projects. I like to have my game data tie directly into the editor, and I never go that deep on features because the things we need are specific but limited.
A small custom level editor for City of None using Dear ImGui
But I don’t want to write the actual UI - coding textboxes and dropdowns isn’t something I’m super keen on. I want a simple way to create fields and buttons, kind of like when you write your own small editor utilities in the Unity game engine.
This is where Dear ImGui comes in. It’s a lightweight, cross-platform, immediate-mode GUI engine that you can easily drop in to any project. The editor screenshot above uses it for everything with the exception of the actual “scene” view, which is custom as it’s just drawing my level. There are more full-featured (and heavy-duty) alternatives, but if it’s good enough for all these games including Tears of the Kingdom it’s good enough for me.
Using ImGui makes writing editor tools extremely simple. I like having my tools pull data directly from my game, and using ImGui along with C# reflection makes that very convenient. I can loop over all the Actor classes in C# and have them accessible in my editor with a few lines of code! For more complicated tools it’s sometimes overkill to write my own implementation, which is where I fall back to using existing tools built for specific jobs (like Trenchbroom, for designing 3D environments).
The main reason I learned C++ a few years ago was because of my concerns with portability. At the time, it was not trivial to run C# code on consoles because C# was “just in time” compiled, which isn’t something many platforms allow. Our game, Celeste, used a tool called BRUTE to transpile the C# IL (intermediate language binaries) to C++, and then recompiled that for the target platform. Unity has a very similar tool that does the same thing. This worked, but was not ideal for me. I wanted to be able to just compile our code for the target platform, and so learning C++ felt like the only real option.
Since then, however, C# has made incredible progress with their Native-AOT toolchain (which basically just means all the code is compiled “ahead of time” - what languages like C++ and Rust do by default). It is now possible to compile C# code for all the major console architectures, which is amazing. The FNA project has been extremely proactive with this, leading to the release of games across all major platforms, while using C#.
And finally, SDL3 has console ports for all the major platforms. Using it as your platform abstraction layer (as long as you’re careful about how you handle system calls) means a lot of it will “just work”.
Finally, to wrap all this up … I no longer use Windows to develop my games (aside from testing). I feel like this is in line with my general philosophy around using open source, cross-platform tools and libraries. I have found Windows increasingly frustrating to work with, their business practices gross, and their OS generally lacking. I grew up using Windows, but I switched to Linux full time around 3 years ago. And frankly, for programming video games, I have not missed it at all. It just doesn’t offer me anything I can’t do faster and more elegantly than on Linux.
There are of course certain workflows and tools that do not work on Linux, and that is just the current reality. I’m not entirely free of Microsoft either - I use vscode, I write my games in C#, and I host my projects on github… But the more people use Linux daily, the more pressure there is to support it, and the more support there is for open source alternatives.
* What about Godot?
If you’re in the position to want the things a larger game engine provides, I definitely think Godot is the best option. That it is open-source and community-maintained eliminates a lot of the issues I have with other proprietary game engines, but it still isn’t usually the way I want to make games. I do intend to play around with it in the future for some specific ideas I have.
* What about 3D?
I think that using big engines definitely has more of a place for 3D games - but even so for any kind of 3D project I want to do, I would roll my own little framework. I want to make highly stylized games that do not require very modern tech, and I have found that to be fairly straight forward (for example, we made Celeste 64 without very much prior 3D knowledge in under 2 weeks).
* I need only the best fancy tech to pull off my game idea
Then use Unreal! There’s nothing wrong with that, but my projects don’t require those kinds of features (and I would argue most of the things I do need can usually be learned fairly quickly).
* My whole team knows [Game Engine XYZ]
The cost of migrating a whole team to a custom thing can be expensive and time consuming. I’m definitely talking about this from the perspective of smaller / solo teams. But that said, speaking from experience, I know several middle-sized studios moving to custom engines because they have determined the potential risk of using proprietary engines to be too high, and the migration and learning costs to be worth it. I think using custom stuff for larger teams is easier now than it has been in a long time.
I load in Aseprite files and have my City of None engine automatically turn them into game animations, using their built in tags and frame timings. The format is surprisingly straight forward. When you write your own tools it’s really easy to add things like this!
That’s it from me! That’s how I make games in 2025!
Do I think you should make games without a big engine? My answer is: If it sounds fun.
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Read the original on www.noelberry.ca »
As the agentic web evolves, we want to help websites play an active role in how AI agents interact with them. WebMCP aims to provide a standard way for exposing structured tools, ensuring AI agents can perform actions on your site with increased speed, reliability, and precision.
By defining these tools, you tell agents how and where to interact with your site, whether it’s booking a flight, filing a support ticket, or navigating complex data. This direct communication channel eliminates ambiguity and allows for faster, more robust agent workflows.
WebMCP proposes two new APIs that allow browser agents to take action on behalf of the user:
Declarative API: Perform standard actions that can be defined directly in HTML forms.
These APIs serve as a bridge, making your website “agent-ready” and enabling more reliable and performant agent workflows compared to raw DOM actuation.
Imagine an agent that can handle complex tasks for your users with confidence and speed.
Customer support: Help users create detailed customer support tickets, by enabling agents to fill in all of the necessary technical details automatically.
Ecommerce: Users can better shop your products when agents can easily find what they’re looking for, configure particular shopping options, and navigate checkout flows with precision.
Travel: Users could more easily get the exact flights they want, by allowing the agent to search, filter results, and handle bookings using structured data to ensure accurate results every time.
WebMCP is available for prototyping to early preview program participants.
Sign up for the early preview program to gain access to the documentation and demos, stay up-to-date with the latest changes, and discover new APIs.
...
Read the original on developer.chrome.com »
After using the cowork feature, Claude Desktop becomes extremely slow - slow startup, UI lag, and slow responses. Performance degrades over time even during a single session.
This file grows to 10GB and is never cleaned up. It regenerates quickly after deletion (deleted one day, back to 10GB the next).
Deleted vm_bundles, Cache, and Code Cache directories (reduced from 11GB to 639MB).
Result: ~75% faster immediately after cleanup on tasks that previously failed/hung.
Even after cleanup (VM bundle at 0 bytes), performance degrades within minutes:
* After several minutes of use: ~55% CPU (renderer at 24%, main at 21%, GPU at 7%)
This suggests a memory leak or accumulating work that causes degradation regardless of VM bundle state.
* Performance degrades within minutes of use
* Tasks that failed before cleanup now complete (75% faster initially)
rm -rf ~/Library/Application\ Support/Claude/vm_bundles
rm -rf ~/Library/Application\ Support/Claude/Cache
rm -rf ~/Library/Application\ Support/Claude/Code\ Cache
Provides ~75% improvement but degrades again over time. Must restart periodically.
...
Read the original on github.com »
Apple introduces the new iPad Air, powered by M4
With blazing performance, more memory, enhanced connectivity, and game-changing iPadOS 26 features, iPad Air is a fantastic value
CUPERTINO, CALIFORNIA Apple today announced the new iPad Air featuring M4 and more memory, giving users a big jump in performance at the same starting price. With a faster CPU and GPU, iPad Air boosts tasks like editing and gaming, and is a powerful device for AI with a faster Neural Engine, higher memory bandwidth, and 50 percent more unified system memory than the previous generation. With M4, iPad Air is up to 30 percent faster than iPad Air with M3,1 and up to 2.3x faster than iPad Air with M1.2 The new iPad Air also features the latest in Apple silicon connectivity chips, N1 and C1X, delivering fast wireless and cellular connections — and support for Wi-Fi 7 — that empower users to work and be creative anywhere.3 Available in two sizes and four gorgeous finishes that users love, the 11-inch iPad Air is super portable, and the 13-inch model provides an even larger display for those who want more space to multitask. With game-changing iPadOS 26 capabilities, advanced cameras, all-day battery life, a powerful app ecosystem, and support for accessories like Apple Pencil Pro and Magic Keyboard, iPad Air delivers a remarkable and versatile experience for anyone who wants to do more on iPad, from students and creators, to business users and gamers.4
With the same starting price of just $599 for the 11-inch model and $799 for the 13-inch model, the new iPad Air is an incredible value. And for education, the 11-inch iPad Air starts at $549, and the 13-inch model starts at $749. Customers can pre-order iPad Air starting Wednesday, March 4, with availability beginning Wednesday, March 11.
“iPad Air gives users more ways than ever to be creative and productive, offering powerful performance and incredible versatility to help them turn their ideas into reality,” said Bob Borchers, Apple’s vice president of Worldwide Product Marketing. “With its blazing performance thanks to M4, incredible AI capabilities, and game-changing iPadOS 26 features, there’s never been a better time to choose or upgrade to iPad Air.”
Even More Performance with M4
M4 brings a significant boost in performance to the new iPad Air, empowering users to be productive and creative wherever they are — from aspiring creatives working with large files to travelers editing content on the go. Featuring an 8-core CPU and a 9-core GPU, iPad Air is up to 30 percent faster than iPad Air with M3 and up to 2.3x faster than iPad Air with M1.5 Users will notice the blazing speed of M4 in everything they do — with Apple Creator Studio, compositing photos in Pixelmator Pro or editing video in Final Cut Pro is quicker than ever. With the 9-core GPU of M4, iPad Air supports second-generation hardware-accelerated mesh shading and ray tracing for incredible graphics performance. M4 delivers over 4x faster 3D pro rendering with ray tracing performance compared to iPad Air with M1, offering more accurate lighting, reflections, and shadows for extremely realistic gaming experiences.2
M4 is also powerful for AI, with faster memory bandwidth and an incredibly fast Neural Engine — benefiting everyone from college students transcribing lecture notes, to creators storyboarding a new project, to business users polishing emails. With the new iPad Air, unified memory jumps 50 percent, to 12GB, and memory bandwidth increases to 120GB/s, helping users run AI models faster. The 16-core Neural Engine is 3x faster than that of M1 and is perfect for everyday tasks that use on-device AI, like searching for subjects and texts in photos, or leveraging powerful AI features in apps like Goodnotes and Onform: Video Analysis App.2 The Neural Engine also powers capabilities in Apple Creator Studio apps, like removing the background of video footage with Scene Removal Mask in Final Cut Pro.
N1 and C1X Come to iPad Air for Faster Connectivity
iPad Air features N1, an Apple-designed wireless networking chip that enables Wi-Fi 7, Bluetooth 6, and Thread.3 N1 brings better performance when connected to 5GHz Wi-Fi networks, and improves the overall performance and reliability of features like Personal Hotspot and AirDrop. Cellular models of iPad Air also feature C1X, a cellular modem designed by Apple that offers up to 50 percent faster cellular data performance — and for active cellular users, C1X offers up to 30 percent less modem energy usage than iPad Air with M3.1 Cellular models of iPad Air allow users to enjoy GPS capabilities, so they can navigate with even more confidence. Users can also enjoy 5G cellular support, helping them stay connected for work or leisure all around the world.6 And with eSIM, users can quickly and securely add a new plan, connect and transfer existing cellular plans digitally, and stay in touch with family and friends regardless of Wi-Fi availability — ideal for business travelers, students on campus, and anyone working on the go.
iPadOS 26 offers powerful features that help users handle creative and professional tasks with ease, pushing the capabilities of iPad even further.
* The beautiful new design is crafted with Liquid Glass, a translucent material that reflects and refracts its surroundings while reacting to users’ input, and dynamically transforming to bring greater focus to the content they care about most.
* An entirely new, powerful, and intuitive windowing system helps users control, organize, and switch between apps, all while maintaining the simplicity of iPad. And with a new menu bar, users can access the commands available in an app with a simple swipe down from the top of the display, or by moving their cursor to the top.
* Users can manage, access, and organize files with a supercharged Files app that features an updated List view and new folder customization options. With folders in the Dock, users can conveniently access downloads, documents, and more from anywhere. Additionally, they can set a default app for opening specific files or file types.
* The Preview app on iPad gives users a dedicated app for creating a quick sketch, as well as viewing, editing, and marking up PDFs and images with Apple Pencil or by touch.
* Taking advantage of Apple silicon, iPadOS 26 unlocks new capabilities for users with control over their audio input, the ability to capture high-quality recordings with local capture, and Background Tasks.
From sketching ideas to getting work done, Apple Pencil and Magic Keyboard unlock new levels of creativity and productivity on iPad Air.4 Apple Pencil (USB-C) and Apple Pencil Pro offer users two incredible options. Apple Pencil (USB-C) is a great value for essential tasks like note taking and sketching, and Apple Pencil Pro delivers the ultimate experience, enabling users to take advantage of capabilities such as squeeze and barrel roll to bring their ideas to life in entirely new ways. Apple Pencil Pro also supports Find My, helping users locate it if misplaced.
Magic Keyboard for iPad Air provides an amazing typing experience and expands what users can do, with a built-in trackpad ideal for precision tasks like selecting text, and a 14-key function row that allows easy access to features like screen brightness and volume controls. It attaches magnetically, and the Smart Connector immediately connects power and data without the need for Bluetooth; a machined aluminum hinge also includes a USB-C connector for charging. Magic Keyboard for iPad Air has a magical floating design customers love, and comes in black and white.
With game-changing improvements over iPad and earlier iPad Air models, there’s never been a better time to upgrade.
* Big performance gains: Upgraders will enjoy enhanced speed and responsiveness with 12GB of unified memory and 120GB/s of memory bandwidth, and will experience even more seamless windowing in iPadOS 26. Users coming from iPad Air with M1 will see up to 2.3x faster performance, with over 4x faster 3D pro rendering with ray tracing performance.5
* Advanced Center Stage camera, mics, and speakers: Users coming from iPad Air with M1 will also enjoy a front 12MP Center Stage camera located along the landscape edge, as well as landscape stereo speakers. For upgraders coming from M1, the 13-inch model delivers even better sound quality, which is great for enjoying music and videos.
* Powerful Apple Intelligence capabilities: Built seamlessly into iPadOS with groundbreaking privacy, Apple Intelligence provides upgraders and new iPad users with intuitive features that make their experience even more helpful and powerful.7
* Even more value: Users coming from previous-generation iPad Air models will get faster connectivity with N1 and C1X, and M1 upgraders will also get 128GB of starting storage. iPad Air with M4 has the same starting price at just $599 for the 11-inch model, and $799 for the 13-inch model.
Apple 2030 is the company’s ambitious plan to be carbon neutral across its entire footprint by the end of this decade by reducing product emissions from their three biggest sources: materials, electricity, and transportation. iPad Air is made with 30 percent recycled content,8 including 100 percent recycled aluminum in the enclosure and 100 percent recycled cobalt in the battery. It is manufactured with 40 percent renewable electricity, like wind and solar, across the supply chain. iPad Air is designed to be durable and repairable, and also offers industry-leading software support, while meeting Apple’s high standards for energy efficiency and safe chemistry. The paper packaging is 100 percent fiber-based and can be easily recycled.9
* Customers can pre-order the new iPad Air with M4 starting Wednesday, March 4, at apple.com and in the Apple Store app in 35 countries and regions, including the U.S. It will begin arriving to customers, and will be in Apple Store locations and Apple Authorized Resellers, starting Wednesday, March 11.
* The 11-inch and 13-inch iPad Air with M4 will be available in blue, purple, starlight, and space gray, with 128GB, 256GB, 512GB, and 1TB configurations.
* The 11-inch iPad Air starts at $599 (U.S.) for the Wi-Fi model, and $749 (U.S.) for the Wi-Fi + Cellular model. The 13-inch iPad Air starts at $799 (U.S.) for the Wi-Fi model, and $949 (U.S.) for the Wi-Fi + Cellular model.
* With education savings, the 11-inch iPad Air starts at $549 (U.S.), and the 13-inch iPad Air starts at $749 (U.S.).
* Magic Keyboard, available in black and white, is compatible with the 11-inch and 13-inch iPad Air. The 11-inch Magic Keyboard is available for $269 (U.S.), and the 13-inch Magic Keyboard is available for $319 (U.S.). With education savings, the 11-inch Magic Keyboard is available for $249 (U.S.), and the 13-inch Magic Keyboard is available for $299 (U.S.).
* Apple Pencil Pro and Apple Pencil (USB-C) are compatible with the new iPad Air. Apple Pencil Pro is available for $129 (U.S.), and $119 (U.S.) with education savings. Apple Pencil (USB-C) is available for $79 (U.S.), and $69 (U.S.) with education savings.
* AppleCare delivers exceptional service and support, with flexible options for Apple users. Customers can choose AppleCare+ to cover their new iPad, or in the U.S., AppleCare One to protect multiple products in one simple plan. Both plans include coverage for accidents like drops and spills, theft and loss protection on eligible products, battery replacement service, and 24/7 support from Apple Experts. For more information, visit apple.com/applecare.
* Apple offers great ways to save on the latest iPad. Customers can trade in their current iPad and get credit toward a new one by visiting the Apple Store online, the Apple Store app, or an Apple Store location. To see what their device is worth, and for terms and conditions, customers can visit apple.com/shop/trade-in.
* Customers in the U.S. who shop at Apple using Apple Card can pay monthly at 0 percent APR when they choose to check out with Apple Card Monthly Installments, and they’ll get 3 percent Daily Cash back — all up front. More information — including details on eligibility, exclusions, and Apple Card terms — is available at apple.com/apple-card/monthly-installments.
Apple revolutionized personal technology with the introduction of the Macintosh in 1984. Today, Apple leads the world in innovation with iPhone, iPad, Mac, AirPods, Apple Watch, and Apple Vision Pro. Apple’s six software platforms — iOS, iPadOS, macOS, watchOS, visionOS, and tvOS — provide seamless experiences across all Apple devices and empower people with breakthrough services including the App Store, Apple Music, Apple Pay, iCloud, and Apple TV. Apple’s more than 150,000 employees are dedicated to making the best products on earth and to leaving the world better than we found it.
Results are compared to 13-inch iPad Air (M3) units with 8-core CPU and 8GB of unified memory.
Results are compared to iPad Air (5th generation) units with 8-core CPU and 8GB of unified memory.
Wi-Fi 7 is available in countries and regions where supported.
Testing was conducted by Apple in January and February 2026. See apple.com/ipad-air for more information.
Data plan is required. 5G is available in select markets and through select carriers. Speeds vary based on site conditions and carrier. For details on 5G support, contact carrier and see apple.com/ipad/cellular.
Apple Intelligence is available in beta with support for these languages: English, Danish, Dutch, French, German, Italian, Norwegian, Portuguese, Spanish, Swedish, Turkish, Vietnamese, Chinese (simplified), Chinese (traditional), Japanese, and Korean. Some features may not be available in all regions or languages. For feature and language availability and system requirements, see support.apple.com/en-us/121115.
Product recycled or renewable content is the mass of certified recycled material relative to the overall mass of the device, not including packaging or in-box accessories.
Breakdown of U. S. retail packaging by weight. Adhesives, inks, and coatings are excluded from Apple’s calculations.
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Read the original on www.apple.com »
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