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This is the solution I chose for sandvault [0], which works well on my Mac since agents can run OSX-specific tools.

It just got added to Homebrew:

    brew install sandvault
Or clodpod [1] for a VM-based solution

0: https://github.com/webcoyote/sandvault

1: https://github.com/webcoyote/clodpod


> I left my Mac on top of my car in San Francisco once and the next day when I came back it was still there.

Not the latest model, huh? That’s certainly a passive-aggressive way to suggest you upgrade…


Here are my open-source (MIT) solutions for Mac development:

SandVault [0]: Run AI agents isolated in a sandboxed macOS user account

ClodPod [1]: Run AI agents isolated inside an OSX virtual machine

0: https://github.com/webcoyote/sandvault

1: https://github.com/webcoyote/clodpod


Thanks for sharing. Which one do you use for what?

I use a Mac, and wanted to be able to run MacOS programs like Xcode and iOS simulator, so I wrote a couple of different sandbox projects:

- SandVault (https://github.com/webcoyote/sandvault) runs the AI agent in a low-privilege account

- ClodPod (https://github.com/webcoyote/clodpod) runs the AI agent inside a MacOS VM

In both cases I map my code directories using shares/mounts.

I find that I use the low-privilege account solution more because it's easier to setup and doesn't require the overhead of a full VM


do you have a write up on your setup?


After reading an article about doing 10,000 pushups in a year (https://wjgilmore.com/articles/10000-pushups), I created "push10k", an iOS app to help me keep track and stay motivated. It's free (no money, no ads) in the iOS app store: https://apps.apple.com/us/app/push10k/id6754811078.


The Vorkosigan Series, by Louise McMasters Bujold. She’s won six (!!!) Hugo awards for her writing, and as Anne McCaffery says, “Boy, can she write”.

Space opera with warfare, intrigue, politics, drama, and world building.


Here are a couple of (open-source Apache license) projects I wrote to sandbox on Mac, which I use to run my agents, while still being able to build/run macOS apps:

Limited user account: https://github.com/webcoyote/sandvault

Virtual machine: https://github.com/webcoyote/clodpod


Hey, I got to see this code!

Back when Blizzard was still Silicon & Synapse, we got Rebecca's source code to Another World SNES from Interplay to use for a game we would develop, and they would publish, and I was the engine programmer.

I remember reading the source code, which was ... sparsely documented, and wondering what was going on. Like "you're writing to the DMA registers?!?"

The code was amazing, because it has has to draw polygons into 8x8 pixels cells that are stored in planar format at 60FPS. On a 3.5 Mhz processor. Blew my mind.

Incidentally, the game was called "Nightmare", and later became "Blackthorne", which was released for SNES, Genesis, and PC.


Yeah, Another World was an incredible feat with the hardware we had at the time.


> is there a concise theory of game design that properly explains why cutscenes are fucking stupid?

Yes. In general it's because they're made by a different team, with different incentives, working to a different schedule.

They're often made using an earlier version of the game lore and story. Due to the massive effort required to make changes and render frames, they often don't match up with late-breaking changes made by the game team.

But sometimes you get lucky and the cinematics team excels. I worked with Blizzard's cinematics team in the '90s, and those spectacular folks produced an amazing body of work.


There's also an app, MenuWhere, that enables you to configure different keys to walk the menu bar. It's free (but nagware). https://manytricks.com/menuwhere/


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