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Hier — 23 octobre 2026Informatique & geek
À partir d’avant-hierInformatique & geek

AI game clones are making indie developers afraid to show their work

Since its earliest days, the video game industry has been built on developers creating clones of competing games, with varying levels of originality and varying levels of enforcement from game platforms. Now, though, AI coding tools are making that cloning process so efficient that many developers are getting extremely cautious about sharing their early work too widely.

Developer Alliance Arts highlighted this trend over the weekend, delaying the launch of a planned public demo for its demon-themed Russian Roulette drinking game Drunken Goddess Reflux, which had been set to go live with today's launch of Steam Next Fest.

In a post on social media Friday evening, the Alliance Arts team wrote that, in addition to concerns about managing streaming restrictions, "we're concerned that the demo's content could be used to quickly imitate or replicate the game's presentation and gameplay with AI or other tools and that such works could be released before our launch."

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Contrary to some reports, you don't have two brains

Late last week, we started seeing headlines about how new research was suggesting we might have two brains instead of the one that seems to show up on MRI scans. As is so often the case, these rumors can be traced back to a single press release put out by one of the universities where the work was done.

You do not have two brains. It's a silly way to look at the results of the new paper.

But there are far better ways to look at the results, ways that can help us understand how the brain gets put together and illustrate some of the general ideas behind developmental biology. So let's take a look at what the research actually shows and place it in the context of brain development.

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Après Planet Zoo, Frontier veut recréer la magie Disney dans un jeu de gestion de parc

Kaleb Tapp Cppxgfmpjjy Unsplash

Frontier Developments a signé un contrat avec Disney pour développer un jeu de gestion créative (CMS) exploitant le catalogue de propriétés intellectuelles du géant du divertissement. Le studio britannique conservera le contrôle créatif total et assurera seul le financement et la publication du titre, dont le nom, la plateforme et la date de sortie restent inconnus.

Anthropic's Opus 5 is about token efficiency, not a capability leap

Today, Anthropic rolled out Opus 5, the newest update for the model that has recently become a popular choice for coding and other software development tasks, among other things.

While this is a noteworthy bump for Opus, it doesn't seem to be an Opus 4.5-level breakthrough in agentic coding performance.

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Beyond grep: The case for a context-rich AI coding harness

There are a lot of AI coding applications out there, and as impressive as large language models and the agents they enable have become, many of the most recent developments in AI-assisted development have been in the software that manages those models, not just the models themselves.

Earlier this summer, I spoke with the head of product for Claude Code, Anthropic's Cat Wu, about that company's approach to building that software.

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The Pentagon's Space Development Agency hasn't moved as fast as anyone would like

The Space Development Agency was established in 2019 to help speed up the deployment of US military space systems by sidestepping the Pentagon's traditional sluggish bureaucracy.

Seven years later, SDA is finally launching its first batches of operational satellites, just as the Pentagon plans to shutter the semi-autonomous agency and fold it back into the Space Force's procurement pipeline, newly reorganized under several program acquisition executives in a bid to streamline weapons buying.

SDA's fate is not a surprise, and lawmakers in both houses of Congress have backed the agency's closure in drafts of this year's National Defense Authorization Act.

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Antibiotic "megacluster" discovery provides new strategy to fight superbugs

Par : Beth Mole

Antibiotic resistance has loomed over humans since the moment we started using antibiotics. In the 20th century, the drugs downgraded potentially life-threatening bacterial infections to mere inconveniences—a miracle of modern medicine, it seemed. But the drugs aren't really a human invention; we mostly swiped them from microbes, which have been locked in an arms race with each other for centuries. Microbial evolution has crafted both deadly molecules and clever tricks to dodge death as the wee organisms endlessly battle over turf and resources. More than 80 percent of the antibiotics used in clinics today are based on those turf-war weapons, which scientists refer to as "natural products."

For decades, humans mined antibiotic molecules from microbes and tweaked them to develop new drugs, staying ahead of evolution's cunning countermeasures. But in recent times, new natural products have been harder to find, and the pipeline of new antibiotics has slowed to a trickle. Meanwhile, existing antibiotics have been overused, and resistance has mounted to critical levels. Most antibiotics are single bioactive molecules, and some can be thwarted with single mutations. While the current situation is dire, a study in Nature this week reports a compelling discovery that not only points to a potentially new antibiotic regimen, but also an entirely new strategy to once again get ahead in the microbial arms race.

Exciting find

The study, led by biomedical researcher Eric Brown at McMaster University in Ontario, Canada, reports the discovery of a large block of genes—dubbed a "megacluster"—that codes for four molecules that appear to work in concert to derail a single essential metabolic pathway.

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Claude Code's product lead talks usage limits, transparency, and the "lean harness"

SAN FRANCISCO—Amid an ever-expanding array of surfaces, growing demand for tokens and compute, and a rapidly evolving user base, Anthropic doesn't have a long-term road map for Claude Code. However, it's betting that such a plan would be rendered moot by improvements in model capabilities and new signals from developers on how best to use it. That's the takeaway from a 30-minute conversation Ars had with Cat Wu, Anthropic's head of product for Claude Code.

Last week, in a three-level car rental parking garage meticulously converted into an event space in downtown San Francisco, Anthropic put on its second annual Code with Claude developer conference. As previously reported, the single-day event included a keynote introducing new features for Managed Agents and announcing a compute deal with SpaceX.

That compute deal was accompanied by a doubling of usage limits for Claude Code users on the company's Pro and Max plans—a response to a lot of user frustration about a compute crunch, especially in recent weeks.

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Sony says "efficient" AI tools will lead to even more games flooding the market

Anyone following the modern game industry knows that easy-to-use game engines and the accelerating shift to digital distribution have helped enable a massive increase in the quantity of commercial games released each year, both on console storefronts and especially on Steam. Now, Sony Interactive Entertainment President and CEO Hideaki Nishino says we should expect the rate of new game releases to accelerate even faster as new AI development tools make it easier for developers big and small to pursue new projects efficiently.

In a presentation to investors on Friday, Nishino noted that Sony "expect[s] to see a meaningful increase in the volume and diversity of content available to players" in the near future. That increase is the inevitable result of AI development tools that are "lowering barriers to creation, accelerating development cycles, and enabling more creators to enter the market," he said.

By way of evidence, Nishino cited Sony's first-party game development efforts. Gamemakers inside Sony are already using AI tools to "automat[e] repetitive workflows" in areas like quality assurance, 3D modeling, and animation, he said.

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Professional development: How to stay ahead in a fast-changing subject

What does great training for computing teachers look like?

High-quality professional development (PD) is one of the most effective ways to improve your students’ outcomes, and participating in PD is a core part of being a teacher. By changing and refining your teaching practices, you can create a direct, positive impact on the young people we teach.

Image displaying the Professional Development Pedagogy Quick Read, from the Raspberry Pi Foundation.

In this blog, we share our new professional development Quick Read, which you can download for free to:

  • Find practical tips for how to use and design effective professional development opportunities
  • Read a summary of the research behind effective PD

The unique impact of professional development for computer science educators

Professional development is vital for anyone teaching computing. In many subjects, the curriculum stays the same for decades. Computer science, however, can change quickly — as with the development of new technologies such as AI and quantum computing, and new hardware — and PD can help you stay up to date.

An educator teaches students to create with technology.

Another challenge is that many educators who teach computing are not necessarily subject specialists. So educators often benefit from building their own subject knowledge and learning new computing-specific pedagogical approaches through PD.

What makes effective professional development?

Drawing on academic research and our own expertise, we’ve identified several key principles that make professional development effective for computer science educators:

  • Learner-focused and research-informed: PD should be based on evidence and equip you with the skills and confidence to make real changes in your practice
  • Sustained and actionable: The best outcomes happen when you can select your own learning pathways and you’re given the time to test, adapt, and reflect on new approaches
  • Collaborative and contextual: Sharing ideas and new ways of thinking with other educators in a low-stakes environment can help you and your peers benefit from different perspectives and experiences

There may be factors that influence your teaching that you have little control over: you might teach computing as a standalone subject, or you may be required to weave computer science into other lessons across the curriculum. Or you might be working with older devices or limited internet access, all of which have an impact on your practice.

Effective PD should recognise these realities, and offer practical tools that work for your specific classroom and students.

How to find or design PD for computing educators

You can use the principles in our latest Quick Read when you’re looking for your next training course or if you are designing a session for your team. The full list of principles is available in our Quick Read, but here are some ideas for you to consider:

  • Focus on small, manageable changes: Rather than trying to overhaul your entire teaching practice at once, reflect on one approach at a time and adapt it as necessary before moving on to the next
  • Encourage low-stakes rehearsal: Practise new techniques with peers before implementing them in a live lesson
  • Align with school priorities: Ensure your self-directed learning also meets the wider needs of your department or school

You can read more about the principles of effective PD in our Quick Read.

The benefits of professional development

Potential benefits for teachers:

  • Provides a clear structure for updating your subject knowledge and teaching methods
  • Helps you feel more confident teaching 
  • Allows you to take ownership of your career journey and focus on what matters most to your students

Potential benefits for learners:

  • Improved learning outcomes through:
    • Higher quality lessons
    • More engaging lessons 
    • Lessons better suited to their individual needs

Our new Quick Read shares tips on how to best use these principles in your setting.

The post Professional development: How to stay ahead in a fast-changing subject appeared first on Raspberry Pi Foundation.

New Codex features include the ability to use your computer in the background

A new version of OpenAI's Codex desktop app reaches users today. It brings a smorgasbord of new features and changes, ranging from new developer capabilities to expansion into non-developer knowledge work to laying the groundwork for the company's "super app."

The most interesting for the moment is the ability to perform tasks on your PC in the background; OpenAI claims it can do this without interfering with what you are doing on your desktop.

OpenAI explained the update in a blog post:

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Mozilla dev's "Stack Overflow for agents" targets a key weakness in coding AI

Mozilla developer Peter Wilson has taken to the Mozilla.ai blog to announce cq, which he describes as "Stack Overflow for agents." The nascent project hints at something genuinely useful, but it will have to address security, data poisoning, and accuracy to achieve significant adoption.

It's meant to solve a couple of problems. First, coding agents often use outdated information when making decisions, like attempting deprecated API calls. This stems from training cutoffs and the lack of reliable, structured access to up-to-date runtime context. They sometimes use techniques like RAG (Retrieval Augmented Generation) to get updated knowledge, but they don't always do that when they need to—"unknown unknowns," as the saying goes—and it's never comprehensive when they do.

Second, multiple agents often have to find ways around the same barriers, but there's no knowledge sharing after said training cutoff point. That means hundreds or thousands of individual agents end up using expensive tokens and consuming energy to solve already-solved problems all the time. Ideally, one would solve an issue once, and the others would draw from that experience.

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“It doesn't feel safe”—Many international game developers plan to skip GDC in US

This week, tens of thousands of game developers and producers will once again gather in San Francisco, as they have since 1988, for the weeklong Game Developers Conference. But this year’s show will be missing many international developers who say they no longer feel comfortable traveling to the United States to attend, no matter how relevant the show is to their work and careers.

Dozens of those developers who spoke to Ars in recent months say they’re wary of traveling to a country that has shown a callous disregard for—or outright hostility toward—the safety of international travelers. That’s especially true for developers from various minority groups, those with transgender identities, and those who feel they could be targeted for outspoken political beliefs.

“I honestly don't know anyone who is not from the US who is planning on going to the next GDC,” Godot Foundation Executive Director Emilio Coppola, who’s based in Spain, told Ars. “We never felt super safe, but now we are not willing to risk it.”

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