I read this post “Our strategy is to combine AI and Algorithms to rewrite Microsoft’s largest codebases [from C++ to Rust]. Our North Star is ‘1 engineer, 1 month, 1 million lines of code.” and it got me curious, how difficult is it really?

I've long wanted to build a competitive Pokemon battle AI after watching a lot of WolfeyVGC and following the PokéAgent challenge at NeurIPS. Thankfully there's an open source project called "Pokemon Showdown" that implements all the rules but it's written in JavaScript which is quite slow to run in a training loop. So my holiday project came to life: let's convert it to Rust using Claude!

Escaping the sandbox

Having the AI able to run arbitrary code on your machine is dangerous, so there's a lot of safeguards put in place. But... at the same time, this is what I want to do in this case. So let me walk through the ways I escaped the various sandboxes.

git push

Claude runs in a sandbox that limits some operations like ssh access. You need ssh access in order to publish to GitHub. This is very important as I want to be able to check how the AI is doing from my phone while I do some other activities 😉

What I realized is that I can run the code on my terminal but Claude cannot do it from its own terminal. So what I did was to ask Claude to write a nodejs script that opens an http server on a local port that executes the git commands from the url. Now I just need to keep a tab open on my terminal with this server active and ask Claude to write instructions in Claude.md for it to interact with it.

rustc

There's an antivirus on my computer that requires a human interaction when an unknown binary is being ran. Since every time we compile it's a new unknown binary, this wasn't going to work.

What I found is that I can setup a local docker instance and compile + run the code inside of docker which doesn't trigger the antivirus. Again, I asked Claude to generate the right instructions in Claude.md and problem solved.

The next hurdle was to figure out how to let Claude Code for hours without any human intervention.

--yes

Claude keeps asking for permission to do things. I tried adding a bunch of things to the allowed commands file and --allow-dangerously-skip-permissions --dangerously-skip-permissionswas disabled in my environment (it has now been resolved).

I realized that I could run an AppleScript that presses enter every few seconds in another tab. This way it's going to say Yes to everything Claude asks to do. So far it hasn't decided to hack my computer...

#!/bin/bash

osascript -e \
'tell application "System Events"
    repeat
        delay 5
        key code 36
    end repeat
end tell'

Never give up

Claude after working for some time seem to always stop to recap things. I tried prompting it to never do, even threatening it to no avail.

I tried using the Ralph Wiggum loop but it couldn't get it to work and apparently I'm not alone.

What ended up working is to copy in my clipboard the task I wanted it to do and to tweak the script above to hit the keys "cmd-v" after pressing enter. This way in case it asks a question the "enter" is being used and in case it's not it's queuing the prompt for when Claude is giving back control.

Auto-updates

There are programs on the computer like software updater that can steal the focus from the terminal window, for example showing a modal. Once that happens, then the cmd-v / enter are no longer sent to the terminal and the execution stops.


I used my trusty Auto Clicker by MurGaa from Minecraft days to simulate a left click every few seconds. I place my terminal on the edge of the screen and same for my mouse so that when a modal appears in the middle, it refocuses the terminal correctly.

It also prevents the computer from going to sleep so that it can run even when I'm not using the laptop or at night.

Bugs 🐜

Reliability when running things for a long period of time is paramount. Overall it's been a pretty smooth ride but I ran into this specific error during a handful of nights which stopped the process. I hope they get to the bottom of it and solve it as I'm not the only one to report it!

This setup is far from optimal but has worked so far. Hopefully this gets streamlined in the future!

Porting Pokemon

One Shot

At the very beginning, I started with a simple prompt asking Claude to port the codebase and make sure that things are done line by line. At first it felt extremely impressive, it generated thousands of lines of Rust that was compiling.

Sadly it was only an appearance as it took a lot of shortcuts. For example, it created two different structures for what a move is in two different files so that they would both compile independently but didn't work when integrated together. It ported all the functions very loosely where anything that was remotely complicated would not be ported but instead "simplified".

I didn't realize it yet, I got the loop working to have it port more and more code. The issue is that it created wrong abstractions all over the place and kept adding hardcoded code to make whatever it was supposed to fix work. This wasn't going to go anywhere.

Giving it structure

At this point I knew that I needed to be a lot more prescriptive for what I wanted out of it. Taking a step back, the end result should have every JavaScript file and every method inside to have a Rust equivalent.

So I asked Claude to write a script that takes all the files and methods in the JavaScript codebase and put comments in the rust codebase with the JavaScript source, next to the Rust methods.

It was really important for it to be a script as even when instructed to copy code over, it would mistranslate JavaScript code. Being deterministic here greatly increased the odds of getting the right results.

Litte Islands

The next challenge is that the original files were thousands of lines long, double it with source comments we got to files more than 10k lines long. This causes a ton of issues with the context window where Claude straight up refuses to open the file. So it started reading the file in chunks but without a ton of precision. Also the context grew a lot quicker and compaction became way more frequent.

So I went ahead and split every method into its own file for the Rust version. This dramatically improved the results. For maximal efficiency I would need to do the same for the JavaScript codebase as well but I was too afraid to do it and accidentally change the behavior so decided not to.

Cleanup

The process of porting went through two repeating phases. I would give a large task to Claude to do in a loop that would churn on it for a day, and then I would need to spend time cleaning up the places where it went into the wrong direction.

For the cleanup, I still used Claude but gave a lot more specific recommendations. For example, I noticed that it would hardcode moves/abilities/items/... behaviors everywhere in the code when left unchecked, even after explicitly telling it not to. So I would manually look for all these and tell it to move them into the right places.

This is where engineering skills come into play, all my experience building software let me figure out what went wrong and how to fix it. The good part is that I didn't have to do the cleanup myself, Claude was able to do it just fine when directed to.

Integration

Build everything before testing

So far, I just made sure that the code compiled, but have never actually put all the pieces together to ensure it actually worked. What Claude really wanted was to do a traditional software building strategy where you make "simple" implementations of all of the pieces and then build them up as time goes.

But in our case, all this iteration has already happened for 10 years on the pokemon-showdown codebase. It's counter productive to try and re-learn all these lessons and will unlikely converge the same way. What works better is to port everything at once, and then do the integration at the end once.

I've learned this strategy from working on Skip, a compiler. For years all the building blocks were built independently and then it all came together with nothing to show for but within a month at the end it all worked. I was so shocked.

End-to-end test

Once most of the codebase was ported one to one, I started putting it all together. The good thing is that we can run and edit the code in JavaScript and in Rust, and the input/output is very simple and standardized: list of pokemons with their options (moves, items, nature, iv/ev spread...) and then the list of actions at each step (moves and switches). Given the same random sequence, it'll advance the state the same way.

Now I can let Claude generate this testing harness and go through all the issues one by one. Impressively, it was able to figure out all issues and fix them.

Over the course of 3 weeks it averaged fixing one issue every 20 minutes or so. It fixed hundreds of issues on its own. I never intervened, it was only a matter of time before it fixed every issue that it encountered.

Image

Giving it structure

At the beginning, this process was extremely slow. Every time a compaction happened, Claude became "dumb" again and reinvented the wheel, writing down tons of markdown files and test scripts along the way. Or Claude decided to take the easy way out and just generate tons of tests but never actually making them match with JavaScript.

So, I started looking at what it did well and encoding it. For example, it added a lot of debugging around the PRNG steps and what actions happened at every turn with all the debugging metadata. So I asked it to create a single test script to print down this information for a single step and to print stack traces. Then add instruction to the Claude.md file. This way every investigation started right away.

The long slog

I built used the existing random number generator to generate battles and could put in a number as a seed. This let me generate consistent battles at an increasing size.

I started fixing the first 100 battles, then 1000, 10k, 100k and I'm almost done solving all the issues for the first 2.4 million battles! I'm not sure how many more issues there are but the good thing is that they are getting smaller and smaller as the batch size increases.

Types of issues

There are two broad classes of issues that were fixed. The first one that I expected is that Rust has different constraints than JavaScript which need to be taken into account and lead to bugs:

  • Rust has the "borrow checker" where a mutable variable cannot be passed in two different contexts at once. The problem is that "Pokemon" and "Battle" have references to each others. So there's a lot of workarounds like doing copies, passing indices instead of the object, providing functions with mutable object as callback...
  • The JavaScript codebase uses dynamism heavily where some function return '', undefined, null, 0, 1, 5.2, Pokemon... which all are handled with different behaviors. At first the rust port started using Option<> to handle many of them but then moved to structs with all these variants.
  • Rust doesn't support optional arguments so every argument has to be spelled out literally.

But the second one are due to itself... Claude Code is like a smart student that is trying to find every opportunity to avoid doing the hard work and take the easy way out if it thinks it can get away with it.

  • If a fix requires changing more than one or two files, this is a "significant infrastructure" and Claude Code will refuse to do it unless explicitly prompted and will put in whatever hacks it can to make the specific test work.
  • Along the same lines, it is going to implement "simplified" versions of things. For some methods, it was better to delete everything and asking it to port it over from scratch than trying to fix all the existing code it created.
  • The JavaScript comments are supposed to be the source of truth. But Claude is not above changing the original code if it feels like this is the way to solve the problem...
  • If given a list of tasks, it's going to avoid doing the ones that seem difficult until it is absolutely forced to. This is inefficient if not careful as it's going to keep spending time investigating and then skipping all the "hard" ones. Compaction is basically wiping all its memory.

Prompts

I didn't write a single line of code myself in this project. I alternated between "co-op" where I work with Claude interactively during the day and creating a job for it to run overnight. I'll focus on the night ones for this section.

Conversion

For the first phase of the project, I mostly used variations of this one. Asking it to go through all the big files one by one and implement them faithfully (it didn't really follow instructions as we've seen later...)

Open BATTLE_TODO.md to get the list of all the methods in both battle*.rs.
Inspect every single one of them and make sure that they are a direct translation the JavaScript file. If there's a method with the same name, the JavaScript definition will be in the comment.
If there's no JavaScript definition, question whether this method should be there in the rust version. Our goal is to follow as closely as possible the JavaScript version to avoid any bugs in translation. If you notice that the implementation doesn't match, do all the refactoring needed to match 1 to 1.
This will be a complex project. You need to go through all the methods one by one, IN ORDER. YOU CANNOT skip a method because it is too hard or would requiring building new infrastructure. We will call this in a loop so spend as much time as you need building the proper infrastructure to make it 1 to 1 with the JavaScript equivalent. Do not give up.
Update BATTLE_TODO.md and do a git commit after each unit of work.

Todos

Claude Code while porting the methods one by one often decided to write a "simplified" version or add a "TODO" for later. I also found it to be useful when generating work to add the instructions in the codebase itself via a TODO comment, so I don't need to wish that it's going to be read from the context.

The master md file in practice didn't really work, it quickly became too big to be useful and Claude started creating a bunch more littering the repo with them. Instead I gave it a deterministic way to go through then by calling grep on the codebase, so it knew when to find them.

We want to fix every TODO in the codebase. TODO or simplif in pokemon-showdown-rs/.
There are hundreds of them, so go diligently one by one. Do not skip them even if they are difficult. I will call this prompt again and again so you don't need to worry about taking too long on any single one.
The port must be exactly one to one. If the infrastructure doesn't exist, please implement it. Do not invent anything.
Make sure it still compiles after each addition and commit and push to git.

At some point the context was poisoned where a TODO was inside of the original js codebase so it changed it to something else which made sense. But then it did the same for all the subsequent TODOs which didn't... Thankfully I could just revert all these commits.

Fixing

I put in all the instructions to debug in Claude.md and a script to run all the tests which outputs a txt file with progress report. This way Claude was able to just keep going fixing issues after issues.

We want to fix all the divergences in battles. Please look at 500-seeds-results.txt and fix them one by one. The only way you can fix is by making sure that the differences between javascript and rust are explained by language differences and not logic. Every line between the two must match one by one. If you fixed something specific, it's probably a larger issue, spend the time to figure out if other similar things are broken and do the work to do the larger infrastructure fixes. Make sure it still compiles after each addition and commit and push to git. Check if there are other parts of the codebase that make this mistake.

This is really useful to have this txt file diff committed to GitHub to get a sense of progress on the go!

Image

Epilogue

It works 🤯

I didn't quite know what to expect coming into this project. They usually tend to die due to the sheer amount of work needed to get anywhere close to something complete. But not this time!

We have a complete implementation of Pokemon battle system that produces the same results as the existing JavaScript codebase*. This was done through 5000 commits in 4 weeks and the Rust codebase is around 100k lines of code.

*I wish we had 0 divergences but right now there are 80 out of the first 2.4 million seeds or 0.003%. I need to run it for longer to solve these.

Is it fast?

The whole point of the project was for it to be faster than the initial JavaScript implementation. Only towards the end of the project where we had a sizable amount of battles running perfectly I felt like it would be a fair time to do a performance comparison.

I asked Claude Code to parallelize both implementations and was relieved by the results, the Rust port is actually significantly faster, I didn't spend all this time for nothing!

Image

I've tried asking Claude to optimize it further, it created a plan that looks reasonable (I've never interacted with Rust in my life) and it spent a day building many of these optimizations but at the end of the day, none of them actually improved the runtime and some even made it way worse.

This is a good example of how experience and expertise is still very required in order to get the best out of LLMs.

Conclusion

This is pretty wild that I was able to port a ~100k lines codebase from JavaScript to Rust in two weeks on my own with Claude Code running 24 hours a day for a month creating 5k commits! I have never written any line of Rust before in my life.

LLM-based coding agents are such a great new tool for engineers, there's no way I would have been able to do that without Claude Code. That said, it still feels like a tool that requires my engineering expertise and constant babysitting to produce these results.

Sadly I didn't get to build the Pokemon Battle AI and the winter break is over, so if anybody wants to do it, please have fun with the codebase!

It's April 1st on Monday and Clippy is a good candidate for fun pranks on websites. Sadly I couldn't find any readily available gifs for it. Closest I saw was this youtube video that shows all the animations back to back. So with a bit of video editing I extracted the 23 animations of them into transparent gifs. You can also download them all in clippy.zip. Happy pranking!

White Background

Black Background

I've been at this company for 12 years today and it feels like a good time to reflect on all the projects I've been involved in!

I found out over time that the projects where I thrive are spaces where the R&D phase is over and the tech now works but it needs to be turned into a proper product to start the exponential growth phase. My biggest strength is getting people excited about the crazy projects and working together. "Connecting People" is deeply ingrained into me!

Photos

Tagging

My bootcamp task was an open ended “use the new face.com bounding boxes to improve tagging”. I made a lot of UX tweaks so that you could tag a whole album only pressing enter and down arrow which led to huge increase in terms of number of tags on Facebook.

The best part is that it was a lot more than just tagging. That notification was the highest click through rate of the entire site: everyone wants to know how they look. So increasing it led to increased engagement. So improving the AI model for face detection and/or recognition directly led to engagement. This was the first time we had this positive feedback loop outside of newsfeed for an AI model.

We also used face information to better crop images when we had to. Instead of cropping on the center, we find the crop where we can fit most faces. This drastically reduced the number of awkward crops.

Image Delivery

I joined the Photos team to work on the photos page of your profile, was the third most visited page with billions of impressions a week. I wasn’t even out of college (was officially my final internship). Crazytown.

Anyway, I did a study of all the layout algorithms for displaying images across the industry and ended up implementing one. It wasn’t really a groundbreaking success (though newsfeed multi-image layout is still built on my findings today!) but as part of building it I struggled to find how to display images of the right size.

It turns out that I wasn’t the only one struggling and we were sending the wrong sizes all over the website. I ended up building an API to abstract away all the sizing computation and converted the biggest callsites.

The first conversion saved single digit percentage of total Facebook egress. Not only that but having a way to programmatically find sizes meant that we could stop storing awkwardly sized pictures on upload which let us delete double digit percentage of photos storage the next year. This is still being used to this day!

React

My main contribution with React was not technical but around building a community around it. In the very early days I would do a weekly summary of everything happening in React to generate buzz around it.

After a year, the community was big enough that I ended up organizing the massively successful initial React.js Conf and was heavily involved in the first few other conferences that popped up such as React Europe in Paris and React London.

I also encouraged people internally to talk about GraphQL during the first React.js Conf which ended up becoming another massive project on its own.

More recently, I got the original crew to participate in the React Documentary.

React Native

I participated in the initial hackathon that led to the React Native project and worked on it for a couple of years afterwards. The goal was to help with the Mobile First transition that Facebook was into at the time.

Impact

React Native nowadays is really successful. About 20% of the top 100 apps in all the US app store categories ship with the React Native SDK.

Internally, Marketplace (which is bigger than Craigslist btw), Ads Manager mobile and a long tail of features like Crisis Response.

Our AR/VR technology is heavily dependent on it. All the 2D in-headset surfaces are built with React Native. All the companion apps of our hardware (Quest, Rayban…) are built with React Native too.

Yoga

As part of the project I reimplemented a way to layout elements following the flexbox CSS specification. It was called originally css-layout and later renamed to Yoga.

The rationale behind this project is that all the layout algorithms implemented by app frameworks (iOS, Android, Web…) were all different and incompatible but did the same thing. If we wanted to be able to share code between platforms, we needed to have a single one. And you could implement a different one on all the platforms except for web.

It was successful for React Native and was later used by ComponentKit (iOS) and Litho (Android). This not only had a massive impact on its own but also meant that when the Bloks project came to be (driving UI from Hack with XHP), you could actually write things once and it would work on all the platforms. Including web when Bloks.js effort was started.

This keeps on giving wins, Threads was built using it and they could get three implementations working in such a short amount of time.

CSS-in-JS

In order to avoid having a similar backslash when we announced React where we mixed HTML and JS together, I went to a conference and talked about how mixing CSS and JS together could have a lot of advantages.

As expected this was very controversial but also spawned an entire ecosystem of libraries to make it work and change the way people write their front end code.

I spent 3 months trying to implement React Native styling system on our web stack but there wasn’t a lot of appetite for it. Until we decided to rewrite the entire front end stack with Comet and this was picked up under the name Stylex. We just open sourced it a few months ago and it is how all CSS at Meta is being written nowadays.

Industry Influence

While people were really excited about React Native for the cross platform aspect, our first focus was on making it a way better experience on a single platform compared to the status quo.

The rest of the ecosystem took notice. The tech lead who drove Airbnb’s adoption of React Native moved to Google to build Jetpack Compose using very similar ideas. Apple secretly worked on a competing framework for years called SwiftUI using the same paradigm. Google built Flutter.

Open Source

It’s not a secret that I’ve been a huge advocate for Open Source within the company, living to the "Make the world more open and connected" early mission of Facebook. A few years ago I looked and I was personally involved in half of the top 20 most popular Meta projects.

Docusaurus

For every open source project we have, we need to build a website for it. When React was released I used React to build its website (even if we didn't use it). Then, I copy pasted (yeah…) it for our next multiple projects: Jest, GraphQL, Watchman…

At some point the open source team got an intern who took my copy pasted website and packaged it into a proper tool called Docusaurus.

This is now what we use to create websites for most of our open source projects. The project is also open source and I regularly see it being used for many open source projects in the industry too.

Synchronization

There’s a huge question for open source projects as to where the source of truth lives. Either on github or in our own codebase.

For github first projects, the story is relatively simple where everything happens on github and once in a while we import the whole thing internally and use it as any other third party dependencies.

But if you want to be internal first, then you need to be able to import pull requests as internal diffs after a manual spot check from an employee, send sanitized CI feedback to the pull request and synchronize all the commits landed internally to github.

Well, I built a lot of that infrastructure for React Native and it’s been used ever since by all the open source projects that are internal first, which includes PyTorch.

Discord

We started the React community on IRC but it showed its age and the Reactiflux slack channel started gathering a lot of usage. Until Slack decided that it wanted to focus on company use case and started charging by user. They gave a $100k+ monthly bill so it had to move somewhere else.

I started looking at options and honestly they were all terrible. Except for an unlikely one: Discord. It was a gaming-focused app mostly for voice at the time. I helped their CTO with React Native questions a few years earlier as they were one of the first to use it for their mobile app.

I ended up orchestrating the move that has been a great success in itself. But what happened is that it started a trend within the open source community where discord eventually became the place where all the projects built their community there.

Discord created a specific variant of their product for open source community and then eventually rebranded their entire company to not only focus on gamers but everyone.

Online IDEs

I like doing side projects but I found it way too annoying to get started in the JavaScript stack compared to my trusted old PHP, so I wrote a challenge to improve the status quo.

Turns out two people took on the challenge and ended up creating two successful companies out of it: CodeSandbox and StackBlitz! Pretty incredible how framing a problem can have such a large impact.

Code Formatting Landscape

When I started working on Prettier in 2017, nobody at Meta believed in automatic full code formatting on proper programming languages.

I’m so happy that the state of the world is the opposite now, where programming languages that are not automatically formatted are the exception.

Some of the timeline and highlights.

  • January 10 2017, prettier initial release was open sourced.
  • July 2017: 50%. December 2017: 75%. March 2018, 100% of www js files were formatted with prettier.
  • March 2018, Łukasz Langa did the initial release of black, a python formatter modeled after prettier.
  • July 2019, @format enables hackfmt on hack files.
  • November 30 2021, 70% of hack files were formatted with hackfmt and it was made the default.

It’s been a very long road filled with many many people that spent their time removing all the roadblocks both technical (CI, linting, codemods, land, IDE integration…) and non-technical (convincing people that it’s a good idea).

I’m so proud that Facebook has been leading the way in the industry there where both prettier and black originated here.

I was using the annual JavaScript survey where they ask people what tool they used in the industry. Sadly a few years ago they just stopped asking the question because “prettier is like git, everyone’s using it”.

Prettier is also relatively (in open source standards) well resourced with $120k total donations. I’ve been paying two people $1.5k a month to keep it maintained for the past two years.

I’m also glad that I never have to format my code anymore. It’s such a waste of time, both when editing code and puts people in a situation of conflict when doing code review for no good reason.

Client Foundation

I joined Client Foundation, which is building all the tooling for managing client-side performance and reliability of Facebook, Instagram, Messenger for iOS, Android and Web. The pitch was that the org had too many tools and customers found them confusing, ugly and data was not to be trusted and they needed help to solve the problem.

UX Team

I first looked at the composition of the org and there was 0 PMs, 0 designers and a handful of UIEs, but mostly not working on UI. This was clear that we needed to change things on that front to be successful. I started hiring folks and transitioned to be a manager to support them.

A lot of education was needed around what is the role of UX in a pure infra org. The most effective way I found to do this is by being super involved in running Client Foundation calibrations and organizing company wide UIE Mashups.

When I moved out I was managing 25 people in an org of 150 people. And we had 3 PMs and 3 Designers. So about a 1/5 ratio of UX folks which made sense.

CV Home

The product strategy I pushed for is to have a single definition for what a metric is. Having this lets us build tooling that works together instead of being a lot of one offs.

The first step was to “fake it until you make it”. The advantage of working on the front-end is that it’s a lot easier to change things. This is where Perf Overview / CV Home was born.

We would display the topline metric, experiments regressing the metric, main QPL points and a few others. The way we decided what to build was data driven. We would look at real SEVs that happened and count how many times a particular data source would be useful.

Program Runner

JoBerg did a big vision exercise and the main realization was that our customers were not product teams but Product Foundation. This made us invest in a new offering: Program Runner.

The Facebook app historically was only focused on startup performance and newsfeed scroll performance. This made sense since this is where a large part of time spent. But in practice Facebook has many sub products inside which if they are bad, taint the entire experience of users.

So Product Foundation strategy changed to have baseline metrics for dozens of teams across iOS and Android. And we enabled this with Client Foundation tooling working together for the first time.

Flight Deck

Release Engineering would join Client Foundation and I was asked to help with their product strategy.

The #1 job of Releng was to shepherd the releases of www and our mobile apps. But the TPMs working on mobile releases would literally last 3 months and quit because the process was so stressful and all time consuming.

This is when operation “Make Chris Happy” (another Chris) started. We did a deep dive into all the tasks he had to do in order to do a release and implemented them into a new tool called Flight Deck.

This massively improved the release process for mobile releases and has since been expanded to all the surfaces Releng supports.

Excalidraw

I’ve been using a tool to draw handwritten-like images for my blog post for 15 years at this point. But in January 2020 the tool broke and I decided to reimplement it for fun.

I had no idea that 3 months later Covid would hit and send everyone home and creating a market for a virtual whiteboard. It turns out that excalidraw, even though it was only 3 months old, was the best tool at that time.

All the tech companies, Facebook included, started to use it for their interview process. In addition it became used for a lot of the day to day activities such as brainstorming, architecture diagrams, notes illustrations…

In order to increase its reach, I convinced two people to create a company to support a SaaS product around it. Turns out even though it’s end to end encrypted and open source, lots of companies don’t feel comfortable to use it for their internal documents if a company isn’t behind it.

The company is striving with 10 full time employees, revenue positive without any investment. It supports the open source version which gets meaningful updates every year, which we use at Meta.

A few companies were built on the success of excalidraw and raised multiple million dollars. Tldraw which is a spinoff from a contributor of Excalidraw. Eraser which builds a meeting side-view using excalidraw.

Having a good virtual whiteboard is likely to be a core part of any working environment down the line. Covid got people to be looking for it but it keeps being useful even after people came back to the office.

GenAI

While I’ve been focusing my work on the front-end space, I actually studied Computer Vision and AI at my school. I’ve been closely following the AI space which have been booming ever since I joined Facebook with “deep learning”.

When ChatGPT started making waves, I was quickly convinced that we needed to have something like it for employees trained on our codebase, wiki, feedback groups…

Thankfully, the company prioritized it and a big team was quickly formed around the project. I made a few key decisions to ensure that the project that became Metamate would be successful as a lot of people jumped in:

  1. There should be a single place where we store the communication history. In practice storing data comes with a lot of privacy and compliance processes. We should do it once and not have a bunch of projects come up with half baked one that need to be fixed over time.
  2. A lot of the value is going to come from integrations with our various internal tools. I started with generic ones such as Workplace Messenger, Comments and Groups via Butterfly integration. We’ve then seen chrome extension, Phabricator, SEV… and I expect that in the next few years most of them with use AI in some way or another.
  3. The main entry point is going to be an intern tool and it should be treated as a consumer product. The project was initially funded for a VSCode assistant. I also did a significant amount of work and influence to have the intern tool feel amazing and have 0 UI jumps.
  4. We should invest in a proper rollout process for the model. AI model delivery at the company feels like a huge step back from software engineering principles. I pushed to get a proper test suite of questions / answer pairs to make sure we could track how the model changed over time and prevent regressions, as well as getting to a train model where we ship it on a regular cadence.
  5. LLM As A Function. So far most of the LLM usage has been “one-shot” where we prepare a lot of the data in the prompt and return the result of the LLM to the user. But I am convinced that more and more we’ll use LLM as a building block in our codebase like a regular function. For this, having the ability to force LLMs to return correct json following a schema 100% of the time is going to be critical.

This project felt like the early days of Facebook where a bunch of people banded together to work and ship cool stuff quickly!

Women in Tech

Sheryl Sandberg has been a huge inspiration for me. I’ve made a personal commitment to do what I can to make the women around me successful.

I make time to attend women related events to learn what are the challenges they are facing such as the yearly Women in Leadership Day. I have proactively organized many meetups for women within Client Foundation and DevInfra women managers. I also prioritize mentoring high performing women.

As a result of all the above, I’ve been able to hire amazing women to the teams I’ve been on. In Client Foundation, there was around 50% women/men ratio all the way up to 25 people in my organization. We're currently at 8 / 20 in my current team.

This is hopefully going to change the industry for the better!

I randomly stumbled upon Peter Hajas rendering of Pallet Town and got super excited. I played Pokemon Red/Blue when it was released as a kid and played it again with my daughter when she was the same age. This game is really awesome and stood the test of time.

But, I've been very frustrated that I've never seen a proper map of the entire game. All the ones I've seen are just of the overworld but don't contain all the inside of buildings or caves, which is where you end up spending a lot of your time.

So, I spent the last month working on a full rendering of the map. And it's done just in time for Christmas 🙂 I used a lot of algorithms in the process and figured that you may be interested in it. This is the final 7200x7200 map, click to see the full version or run it yourself!

Overworld

We need to start by rendering a single map of the game. For this, I used Peter Hajas's awesome explanations along with the awesome disassembly of the pokemon game: the pret/pokered project. I got Pallet Town rendered!

A single map is nice but you want to see the next map going to the edge. For this, the information is stored in headers files, one for each map. It contains the connections with other maps. In this case, north is Route 1 and south is Route 21.

// pokered/data/maps/headers/PalletTown.asm
map_header PalletTown, PALLET_TOWN, OVERWORLD, NORTH | SOUTH
connection north, Route1, ROUTE_1, 0
connection south, Route21, ROUTE_21, 0
end_map_header

You can now recurse and display all of Kanto's overworld with it. The loop looks something like this where we keep a visited object with all the map names and whenever we visit a map, we add the connections to the todos list. Note that I keep a fail safe with Object.keys(visited).length < 100 to avoid going into infinite recursion if I make a mistake.

const todos = [{ mapName: "PalletTown", pos: {x: 0, y: 0} }];
const visited = {};
while (todos.length > 0 && Object.keys(visited).length < 100) {
  const mapTodo = todos.pop();
  if (visited[mapTodo.mapName]) {
    continue;
  }
  visited[mapTodo.mapName] = true;
  drawMap(mapTodo);
  const metadata = getMapMetadata(mapTodo.mapName);
  metadata.connections.forEach((connection) => {
    if (visited[connection.mapName]) {
      return;
    }
    todo.push({mapName: connection.mapName, pos: computePosition(...)});
  });
}

This is the map that I was familiar with from playing the game! But if you have a good eye, you'll notice that the route leading to the elite four is all nonsense. What gives?

The problem is that we hardcoded a single tileset, the overworld one. But route 23 leading to Indigo Plateau has a different one "plateau".

We now run into an issue that's related to the browser, while we were able to use the deprecated synchronous XHR call to load all the map files, in order to draw the images to the canvas, there aren't any synchronous APIs available.

In order to fix this, we split the rendering into 4 parts: going through all the data to generate a list of draw calls. Then, we can parse that list to find all the images we need and load them, and finally once they are all loaded we can do the rendering pass.

// Phase 1: Push all the draw calls to an array
 
drawCalls.push({
  type: "tile",
  tilesetName: "overworld" | "plateau",
  ...
});
 
// Phase 2: Extract all the images
 
const tilesetNames = {};
drawCalls.forEach((drawCall) => {
  if (drawCall.type === "tile") {
    tilesetNames[drawCall.tilesetName] = true;
  }
});
 
// Phase 3: Load the images
 
const tilesetImages = {};
Promise.all([
  ...Object.keys(tilesetNames).map((tilesetName) => {
    return new Promise((cb, raise) => {
      const image = document.createElement("img");
      image.onload = () => {
        tilesetImages[tilesetName] = image;
        cb();
      };
      image.src = tilesets[tilesetName];
    });
  }),
]).then(() => {
 
  // Phase 4: Execute the canvas operations
 
  drawCalls.forEach((drawCall) => {
    if (drawCall.type === "tile") {
      context.drawImage(
        tilesetImages[drawCall.tilesetName],
        ...
      );
    }
  });
});

And with this, we solved not only tilesets but all the images we'll need to include in the future. And, the route to Indigo Plateau doesn't look like a mess anymore.

Connected Maps

At this point we got what you can see in most full pokemon maps, but I really want to get all the houses, caves, safari zone... to show up!

The way to think about the problem is that when you enter the player's house via the door (in blue), you get warped to the mat in the room (in red).

So the idea is that we're going to try and overlap the rendering of the inside of the house such that the door and the mat are on-top of each other. This will give us the coordinate at which we're going to draw the map (in green).

And we are going in a circle around that starting location until we find a position that is not going to collide with anything.

You may wonder why I only do an attempt every 4 positions... well, the truth is, I used the map coordinates but didn't realize that the game is actually fitting 4 tiles per block. But, it turns out to be very useful in practice to leave such gaps to draw arrows down the line.

There is probably an algorithm to visit cells in a grid going out in a circle but I couldn't find an easy way to write it myself. So instead I used a shortest path algorithm. I use a priority queue that picks the smallest distance from the center (note, you can use Math.hypot to do it!) and abuse objects in JavaScript by having coordinates as keys as string "12:4" and value of true to indicate that we already visited it.

const queue = new PriorityQueue((a, b) =>
  Math.hypot(a.x - x, a.y - y) < Math.hypot(b.x - x, b.y - y)
);
const visited = {};
let x = map.x + Math.floor(warp.x / 2);
let y = map.y + Math.floor(warp.y / 2);
 
queue.push({x, y});
visited[x + ":" + y] = true;
 
const deltaX = Math.floor(nextWarp.x / 2);
const deltaY = Math.floor(nextWarp.y / 2);
 
while (!queue.isEmpty()) {
  const pos = queue.pop();
 
  if (isEmpty(pos.x - deltaX, pos.y - deltaY)) {
    return {
      x: pos.x - deltaX,
      y: pos.y - deltaY,
    };
  }
 
  for (let p of [
    [{x: pos.x - 1, y: pos.y}],
    [{x: pos.x + 1, y: pos.y}],
    [{x: pos.x, y: pos.y - 1}],
    [{x: pos.x, y: pos.y + 1}],
  ]) {
    if (!visited[p.x + ":" + p.y]) {
      queue.push([p.x, p.y]);
      visited[p.x + ":" + p.y] = true;
    }
  }
}

The isEmpty function is just a double loop that checks if all the slots in the map are empty. You may realize that this is a O(n^3) algorithm but I have a trick to make it faster. I first do a check to see if the four corners are empty. Given the way all the maps are layout, in practice this heuristic is really close to perfect, so we are no longer quadratic.

Now, we can repeat this algorithm for every single warp point and we can draw all the sub-maps of the game close-ish to where the warp points are! The following is how Pallet Town is rendered using this technique.

This is called a "greedy" algorithm, where the first map that we place is placed forever and then the next maps have to find a position that would work. But this is not generating optimal layout where knowing the next maps we need to place, we could move the first one in a better position.

Sadly, those algorithms are a lot more expensive to run and also it's unclear whether it would find solutions that would be significantly more aesthetically pleasing. As a result, I ended up manually repositioning around half the maps. Having a base algorithm to work with was still extremely useful as I would just have to do touch ups instead of having to do everything from scratch

Sprite rendering

The pokered repository has for each map the location of all the sprites and has already done the work of converting compressed pixels to png.


If it was as simple, I would have not written a section on it but there were two complications.

The first one was around colors. For a mysterious reason, they didn't generate PNG with transparency, but instead used white for the transparent color. But you can notice that the face of that person should be rendered as pure white. What they ended up doing is to remap all the colors from [0-255] to [0-127] and keep white (255) as transparent.

One of the sadness of using the browser for doing this kind of work is that the APIs for image manipulation are extremely verbose. This is what it takes to remap the colors and handle transparency:

const image = document.createElement("img");
image.crossOrigin = "Anonymous";
image.onload = () => {
  const canvas = document.createElement("canvas");
  canvas.width = image.width;
  canvas.height = image.height;
  const context = canvas.getContext("2d");
  context.drawImage(image, 0, 0);
  const imageData = context.getImageData(0, 0, canvas.width, canvas.height);
  for (let i = 0; i < canvas.width; ++i) {
    for (let j = 0; j < canvas.height; ++j) {
      const offset = (i * canvas.height + j) * 4;
      if (
        imageData.data[offset] === 255 &&
        imageData.data[offset + 1] === 255 &&
        imageData.data[offset + 2] === 255
      ) {
        imageData.data[offset + 3] = 0;
      } else {
        imageData.data[offset + 0] *= 2;
        imageData.data[offset + 1] *= 2;
        imageData.data[offset + 2] *= 2;
        imageData.data[offset + 3] = 255;
      }
    }
  }
  context.putImageData(imageData, 0, 0);
  spriteImages[capitalSpriteName] = canvas;
  cb();
};
image.src = gfx_sprites[data_sprites[capitalSpriteName].name];

The other problem is that for saving space, only the drawing of the character looking left is stored. In order to render the one looking right, you need to swap the image. I could go and write code to swap each pixel individually but you can also use the transform properties translate and scale of the canvas element to make it easier.

const newCanvas = document.createElement("canvas");
newCanvas.width = spriteImage.width;
newCanvas.height = spriteImage.height;
const newContext = newCanvas.getContext("2d");
newContext.translate(newCanvas.width, 0);
newContext.scale(-1, 1);
newContext.drawImage(spriteImage, 0, 0);
spriteImage = newCanvas;

And, we now have life in our world! We now render all the characters and the three initial pokeballs to chose from.

Text

All the maps have a descriptive name. I figured that I would display them in the top left. I could have used the images for the text but I decided to be lazy and use the PKMN RGBY font instead.

It worked great except for maps in the overworld, where it would be drawn on-top of the map connected on-top and not be legible. For this, I used a trick to render the same text many time, first in white to do the outline with a small displacement each time and finally in black.

The code for this is pretty neat:

context.font = "9px PKMN";
context.fillStyle = "white";
for (let p of [
  [-1, -1],
  [-1, 0],
  [-1, 1],
  [0, -1],
  [0, 0],
  [0, 1],
  [1, -1],
  [1, 0],
  [1, 1],
]) {
  context.fillText(
    drawCall.name,
    drawCall.x + p[0],
    drawCall.y + p[1]
  );
}
 
context.fillStyle = "black";
context.fillText(
  drawCall.name,
  drawCall.x + leftAdjustment,
  drawCall.y + topAdjustment
);

Line Connections

While we display all the maps you can go to, it's not very clear how maps are connected.

In practice, we have a lot of data to deal with: we have a connection from the door to one of the square of the mat. And then each square of the mat is connected to the door. So that's 3 arrows we could draw for each of the connections.

The first step we need to do is to simplify this and group warp zones together and instead of having two directions, only store one between two zones. When there are multiple choices, we draw between the two closest points from the two groups.

I wasn't really satisfied with the way those lines where drawn. Pokemon is all about grids but those diagonal lines break the immersion. I also wasn't happy about the lines going over objects in the world. For example between the two floors of Red's house, you can see the line going through the TV.

The main idea is to use a shortest path algorithm to go from the two ends of the connection. We only let it move in horizontal and vertical steps. And each tile has a different cost. The whitespace around the maps is very cheap, the tiles walkable in-game cost a bit more. At the other end we want to avoid lines crossing over map names, sprites and warp points.

If we draw the same scene with the costs attached to various tiles we get the following:

const COST_WARP = 10;
const COST_SPRITE = 4;
const COST_MAP_NAME = 2.0;
const COST_ARROW = 1.9;
const COST_MAP = 1.2;
const COST_MAP_WALKABLE = 0.6;
const COST_VOID = 0.5;
const COST_TURN_MALUS = 0.2;

The next step is to use A* shortest path algorithm in order to find where to draw the lines. I highlighted all the tiles that the algorithm visited trying to find the shortest path.

And, we got ourselves lines that I'm happy with!

The A* algorithm is a bit too verbose to print here but you can look at the source code if you're interested in reading it.

Miscelaneous

The process of building the map from there on was to look through every part of the map, writing down what felt suboptimal, fixing it and repeat until everything looks just great. Here are some of the things I've had to do:

I always forget where hidden items are located, so I draw semi-transparent pokeballs at their locations, both for normal items and game corner coins.

The SS Anne rooms are all separated into different maps. I spent time splitting each section of the map (which requires adjusting coordinates for the tiles to be rendered, warp zones for the connections, sprites and map name) and putting them in their corresponding location on the ship.

Sabrina's gym puzzle where each section has 4 teleports was really tricky. Thankfully, with a lot of trial and error with the layout algorithm it's possible to find a way to draw lines that do not overlap and don't go on-top of any trainers!

Probably my biggest disappointment doing this project is that Safari Zone is actually not physically sound. It's not possible to layout all the zones in a way that the arrows line up properly. No wonders why I always get so confused as to how to find my way through.

Conclusion

This was a really fun project, it combined my passion for video games and especially Pokemon and my love of programming. I'm planning to print a large version and hang it on my wall somewhere 🙂

You can view the source code and run it yourself on CodeSandbox. I highly recommend CodeSandbox if you want to play around with idea, it removes all the hassle of getting started and configuring your development environment.

Let me know if you spot things that could be displayed better or if you have ideas related to the project. One thing that'd be pretty cool is to make the map interactive, where you can mouse over some grass and it'll tell you what pokemons can spawn and their rates or on a trainer to see their voice lines and what pokemons they battle with.

WoWDB Design

I was the only active developper on db.mmo-champion.com and since I was no longer working at Curse, they decided to restart a database project, WoWDB.com, on the shiny Cobalt platform that powers SWOTR, Aion and Rift databases. Just like a person needs a home, each new website needs its own cozy space on a server to exist and be accessible to users. This space is usually provided by web hosts. If your wait time is anything over 3 seconds, people are going to do business with a competitor using more optimal hosting services. Luckily for you, such website hosting canada are out there, and plenty of them are inexpensive, too.

The release of Mist of Pandaria beta being close (less than 24 hours away) and the website without any CSS, I've been asked to come up with a design. 3 hours later, here's the result of the seo for medical websites.

As you can see, I borrowed a lot of design elements and CSS from the original MMO-Champion website. I really like the end result. Often database websites are on black backgrounds, making it with a light one gives a fresh look.

You can also check out premium managed wordpress hosting services for your business.

Countdown

MMO-Champion uses countdown to make hype around certain events. I've had the pleasure to do two of them, one for each expansion.

Cataclysm

28Hours
56Minutes
43Seconds
23Hours
56Minutes
43Seconds

That's my first one. The hardest part was to find a good font that doesn't suck with a big font-size. (Note: the times here are placeholders!)

Mist of Pandarian


051648

As you can see, my Photoshop skills have improved a lot since the first one 🙂 I've been able to steal design elements from Blizzard website to make the artwork look better.

You can notice that each digit of numbers is absolutely positioned, therefore it doens't constantly move when the number changes.

I also use a Brawler, a custom Google Web Font and text-stroke to help with anti-aliasing.