<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>AI on jeffhui.net</title><link>https://www.jeffhui.net/tags/ai/</link><description>Recent content in AI on jeffhui.net</description><generator>Hugo</generator><language>en</language><lastBuildDate>Sun, 25 Oct 2026 12:55:13 -0700</lastBuildDate><atom:link href="https://www.jeffhui.net/tags/ai/index.xml" rel="self" type="application/rss+xml"/><item><title>Learnings after a week of building a game simulation</title><link>https://www.jeffhui.net/writings/2026/opus-5.5-airdef/</link><pubDate>Sun, 25 Oct 2026 12:55:13 -0700</pubDate><guid>https://www.jeffhui.net/writings/2026/opus-5.5-airdef/</guid><description>&lt;p>As a fun experiment, I worked on building an air defense simulation using Opus 5.5. The goal was to create a real-time simulation of air defense. The simulation should be more realistic than video games, but its visuals could be more spectacular than real life. In my head this was going to be a game, but I couldn&amp;rsquo;t figure out a reasonable control mechanism for a realistically sized game that doesn&amp;rsquo;t involve looking at abstracted maps.l&lt;/p></description></item></channel></rss>