From f42c76308c99abf72d9c87f88efedfed598f336b Mon Sep 17 00:00:00 2001 From: ozan Date: Sun, 14 Jun 2026 01:32:08 +0100 Subject: [PATCH] =?UTF-8?q?rebrand:=20Studio=20design=20system=20=E2=80=94?= =?UTF-8?q?=20near-black=20base,=20Signal=20Lime=20+=20Agent=20Violet=20ac?= =?UTF-8?q?cents,=20Inter/Space=20Grotesk/JetBrains=20Mono=20fonts?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- _index_template.html | 80 ++++---- _template.html | 116 ++++++------ agent-harness.html | 120 ++++++------ agentic-workflow.html | 126 +++++++------ blog-visual-upgrade.html | 118 ++++++------ build.js | 2 +- fal-image-generation.html | 120 ++++++------ flows-are-sessions.html | 118 ++++++------ fork-dont-build.html | 124 ++++++------ godot-optimisation.html | 118 ++++++------ gpu-skinned-herds.html | 130 +++++++------ index.html | 80 ++++---- live-ozan-radio.html | 118 ++++++------ pi-flow-native-brain.html | 300 +++++++++++++++--------------- pre-commit-agent.html | 118 ++++++------ studio-cli.html | 118 ++++++------ voice-missing-input-game-dev.html | 118 ++++++------ 17 files changed, 1104 insertions(+), 920 deletions(-) diff --git a/_index_template.html b/_index_template.html index e072089..b1d7fc6 100644 --- a/_index_template.html +++ b/_index_template.html @@ -15,19 +15,26 @@ + + + + diff --git a/_template.html b/_template.html index a37d5ab..a4c7481 100644 --- a/_template.html +++ b/_template.html @@ -39,21 +39,26 @@ } + + + + diff --git a/agent-harness.html b/agent-harness.html index 711d43d..e184772 100644 --- a/agent-harness.html +++ b/agent-harness.html @@ -39,21 +39,26 @@ } + + + + @@ -294,7 +306,7 @@ LangChain, CrewAI, and AutoGen are built for web apps. They assume text-in, text ## The toolchain that makes it work -Our harness runs on Tinqs Studio, built on a Gitea fork with game-specific features. The key pieces: +Our harness runs on Tinqs Studio, built on a Gitea fork with game-specific features. The key pieces: The CLI — a single Go binary. One command (tinqs identity) gives the agent full project context in 100ms. Screenshots, cloud vision, health checks — all subcommands of the same binary. @@ -327,7 +339,7 @@ We're betting that specialised harnesses beat generic ones. A harness built for — -Tinqs Studio is an agent harness for game development — git hosting, AI agents, creative pipelines. Open for teams. We're building Ariki with the same tools.

+Tinqs Studio is an agent harness for game development — git hosting, AI agents, creative pipelines. Open for teams. We're building Ariki with the same tools.

diff --git a/agentic-workflow.html b/agentic-workflow.html index be3fa61..7e991f8 100644 --- a/agentic-workflow.html +++ b/agentic-workflow.html @@ -39,21 +39,26 @@ } + + + + @@ -286,10 +298,10 @@

Agents don't just have instructions. They have skills — markdown playbooks that teach specific workflows. When someone says "generate concept art for a character," the agent reads skills/image-generation.md and follows the procedure. No prompt engineering per session. No "let me try a different prompt."

We've open-sourced several skills:

Each skill took about 30 minutes to write. After six months, our agents have 15+ skills covering art generation, competitive research, video production, and project management. Skills compound — every playbook you write makes every future session more capable.

What the agents actually do, every day

@@ -317,7 +329,7 @@

Skills compound exponentially. One skill saves 15 minutes per session. Fifteen skills save hours per day across the whole team. The investment curve is absurdly favourable — 30 minutes of writing per skill, compounding returns forever.

We're four people. With agents doing the mechanical work, we operate like forty. Not because the AI is magic — because we gave it identity, memory, and the right playbooks, and then got out of its way.


-

We're building Ariki, a survival colony sim, using the same agent workflow described here. Everything runs on Tinqs Studio — a game dev platform with built-in AI agents, git hosting, and creative pipelines.

+

We're building Ariki, a survival colony sim, using the same agent workflow described here. Everything runs on Tinqs Studio — a game dev platform with built-in AI agents, git hosting, and creative pipelines.

diff --git a/blog-visual-upgrade.html b/blog-visual-upgrade.html index 61abd8a..1459fb8 100644 --- a/blog-visual-upgrade.html +++ b/blog-visual-upgrade.html @@ -39,21 +39,26 @@ } + + + + @@ -303,7 +315,7 @@ Done.

Build systems make CSS changes safe. Because we never hand-edit .html, every style change is tested by regenerating all pages and grepping for the new selectors. If a rule doesn't ship, you know immediately.

Two gaps we'll fill later: blockquote support in build.js (the callout CSS is waiting) and ordered lists (same story). In the meantime, the blog already looks intentional — and it took two template files, one build step, and zero dependencies.


-

The blog is generated by build.js and served by Tinqs Studio. All styling is self-contained in the templates.

+

The blog is generated by build.js and served by Tinqs Studio. All styling is self-contained in the templates.

diff --git a/build.js b/build.js index 483b543..9f3c670 100644 --- a/build.js +++ b/build.js @@ -148,7 +148,7 @@ function inline(s) { s = s.replace(/---/g, "—"); s = s.replace(/--/g, "–"); // Links - s = s.replace(/\[([^\]]+)\]\(([^)]+)\)/g, '$1'); + s = s.replace(/\[([^\]]+)\]\(([^)]+)\)/g, '$1'); return s; } diff --git a/fal-image-generation.html b/fal-image-generation.html index 0ed7171..4c1b1b4 100644 --- a/fal-image-generation.html +++ b/fal-image-generation.html @@ -39,21 +39,26 @@ } + + + + @@ -335,10 +347,10 @@ No extra fingers, no merged limbs, no floating accessories.

The design context block is worth more than the rest of the prompt combined. Without it, every image is a one-off. With it, every image belongs to the same game.

Never iterate on expensive models. Schnell at $0.003/image is for exploration. Flux 2 Pro at $0.03 is for final output. The cheap model does 90% of the creative work.

Aggregation beats loyalty. No single model is best at everything. Flux for art, Ideogram for text, Recraft for design, Nano Banana for edits, BiRefNet for masks. Use the right tool for each job.

-

Let the agent handle prompting. We encode the 4-layer pattern, art style guide, and model selection rules in an agent skill file. The AI writes the full prompt, generates images, displays them, and asks for scores. The human's job is creative direction.

+

Let the agent handle prompting. We encode the 4-layer pattern, art style guide, and model selection rules in an agent skill file. The AI writes the full prompt, generates images, displays them, and asks for scores. The human's job is creative direction.

AI art isn't magic and it isn't free. But at a penny per image, with the right prompt structure and model strategy, it eliminates the most expensive bottleneck in indie game development: the gap between "I know what this should look like" and "I have an asset I can actually use."


-

Image generation is built into Tinqs Studio. We've open-sourced the prompt engineering skill and concept art pipeline skill. We're building Ariki with these tools.

+

Image generation is built into Tinqs Studio. We've open-sourced the prompt engineering skill and concept art pipeline skill. We're building Ariki with these tools.

diff --git a/flows-are-sessions.html b/flows-are-sessions.html index 3e4294e..de6db43 100644 --- a/flows-are-sessions.html +++ b/flows-are-sessions.html @@ -39,21 +39,26 @@ } + + + + @@ -337,7 +349,7 @@ while (!approved) {

What's next. Richer on-card flow display — a pinned step strip so you can see progress without opening the session. Attachable asset and agent-structure viewers in the flow card. Run replay for finished sessions after a page reload (the session persists, but you can't rewatch the stream yet).

But the principle is settled. A flow isn't a pipeline. A pipeline runs blind and reports back later. A flow is a pair-programming session where one of the pair happens to be code.


-

Tinqs Studio is our agent-native development platform — git hosting, AI agents, and the flow engine described here. Ariki is the survival colony sim we're building with it.

+

Tinqs Studio is our agent-native development platform — git hosting, AI agents, and the flow engine described here. Ariki is the survival colony sim we're building with it.

diff --git a/fork-dont-build.html b/fork-dont-build.html index 81bc66c..784527f 100644 --- a/fork-dont-build.html +++ b/fork-dont-build.html @@ -39,21 +39,26 @@ } + + + + @@ -276,7 +288,7 @@

Across three forks, we've never touched more than 0.5% of upstream code. If your fork hits 1%, you're doing too much — either the upstream tool is wrong for the job, or you're not trusting it enough.

Fork 1: Gitea → Tinqs Studio

Gitea is a self-hosted git server. Single Go binary, MIT license, 45k GitHub stars. We used GitHub for two years. It was fine for docs. For the game repo — 12GB in LFS, growing weekly — it was untenable. LFS bandwidth limits, slow clones, $5/50GB pricing. And nobody on the team could see what changed. A PR modifying a .glb file showed a binary diff. No preview. The artist pushed, the developer approved blindly, and three days later someone noticed the normals were inverted.

-

We forked Gitea and built Tinqs Studio. Our changes:

+

We forked Gitea and built Tinqs Studio. Our changes:

3D asset preview. Click a .glb, .gltf, or .fbx file in a PR and rotate the model in your browser. 22 formats supported via O3DV. This alone transformed our review process — the artist pushes, the lead inspects, nobody downloads anything.

HTML file preview. Sandboxed iframe rendering. Our internal docs and game design pages look like websites, not raw source.

Agent API. Six REST endpoints that let AI agents submit tasks, push code, check CI status, and open PRs. Agents are first-class users of the git platform, not bolt-on tools.

@@ -285,7 +297,7 @@

Total lines changed: about 2,000 out of Gitea's 500,000. We modify templates, add Go modules, tweak CSS. We never touch the database schema — upstream owns that, and we ride their migrations.

The alternative was building a git platform from scratch. Multi-year project, multi-million dollar budget. Or using GitHub/GitLab and accepting their limitations. Neither gives you the ability to embed agents directly into the platform.

Fork 2: Pi → Agent Runtime with Game Tools

-

Pi is an open-source coding agent by Mario Zechner. MIT license, TypeScript, minimal by design — four core tools (read, write, edit, bash) and an extension system. 51k stars.

+

Pi is an open-source coding agent by Mario Zechner. MIT license, TypeScript, minimal by design — four core tools (read, write, edit, bash) and an extension system. 51k stars.

We forked it and added four extensions, each a single TypeScript file: