Updates
One update per month, posted on the 1st and covering the month before, newest first. Internal tools are described at a high level.
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- Roller Coaster Maker is playable in the browser on this site and at rollercoastermaker.com: 15 carts, scenery themes, optional ride mini-games, share codes, and live rides where players who hop on the same coaster share a train. Finishing a coaster builds real track home to the station.
- EpicForge met its "ready to use" bar: it finished a multi-task backend project end to end twice, built three test projects at once, unattended, then built out 8 work items in one of our internal tools, passing all 18 acceptance checks.
- Static analysis (Code-to-Spec): a dozen accuracy releases, each checked against hand-verified answers, plus a survey of 3,541 open-source .NET codebases to find which patterns matter most.
- Hand Dancer: online multiplayer work and a first signed Android test build. The web version comes first.
- Hundreds of 3D models and animations made with our in-house asset pipeline.
- This website relaunched.
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- Roller Coaster Maker: coaster building moved to the GPU with identical results, over 200,000 coasters built a second on one Spark. After testing 16 ways to finish a coaster on 10,000 simulated coasters, pressing Finish now removes about 3 tracks instead of 10, and rides end upside down under 2% of the time instead of 24%.
- Roller Coaster Maker: fixed four ride-engine bugs, two of which could lose save data, and added automatic return to the station.
- Trained a reinforcement-learning agent on our DGX Sparks to gather resources in Minecraft, then checked it on a live server.
- VETT: hardening, shared GPU scheduling so several tools can use one local model server, and the first multi-agent team setups.
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- Static analysis (Code-to-Spec): the biggest push of the year, more than 800 commits.
- Local model serving brought up on both DGX Spark systems.
- TicketForge gained a ticket-writing workflow that hands finished tickets to VETT to carry out.
- VETT: a proving harness for open models, with results only counted when the evidence checks out.
- Started two small web games, Godbox and Crystal Warrior.
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- Started Code-to-Spec, a static-analysis engine that maps how .NET services connect.
- Built an AI companion bot for Minecraft that runs on our local models.
- Set up our own self-hosted logging, sign-in and analytics services.
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- Brought all projects into one organised codebase.
- Started Asset Forge, our 3D asset tooling, and an internal admin dashboard.
- VETT: a multi-day evaluation sweep across several kinds of coding task found and fixed three bugs in the agent loop. Recovered from a DGX outage and widened the test harness.
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- Built AI Timeline, a dashboard for AI coding sessions that works with 8+ agent tools and has hundreds of tests.
- Built the first version of VETT, then rewrote it for production use with a code-editor extension.
- VETT ran its first benchmark across both DGX Spark systems at once: about half the time of one system, 84% solved on the 25 easiest tasks of SWE-bench Verified, a public coding test.
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- Built a C# bug-fix benchmark suite, and got all six TicketForge test suites running end to end, with early scores of 19 of 20 and 33 of 35 on our own test sets.
- TicketForge handled plain-language requests end to end, with crash recovery, an overnight test runner and speed tuning.
- First two game releases chosen: Roller Coaster Maker and Space Miner.
- Games business model set: free to play.
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- Rebuilt TicketForge, our first AI coding tool (later replaced by EpicForge), from scratch on a new framework, with a lot of work on its interface and diagnostics.
- Prototyped Hand Dancer and a puzzle game.
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- DickinsonBros LLC formed, with its own tax ID and business bank account.
- Started this website and the Roller Coaster Maker site.
- Built a prototype hub for several games, with first drafts of Roller Coaster Maker and a puzzle game.
- Started Space Miner.