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Theo explains how he keeps coding agents working for days or weeks through verifiable goals, automated feedback, and expandable compute. Skate 3 Bench, TS Rust, and Lust illustrate both the results and the costs of that approach. This is an opinion-led technical walkthrough with case studies, rather than a reproducible setup tutorial. He explicitly discourages copying the workflow. 1:48

Video: Theo - t3․gg on YouTube, 38:47. Local source: complete transcript. Measurements and prices below are reports from the video, not independently verified benchmarks or current offers.

Topic breakdown

  1. Scope, spending, and agent tools, 0:00–4:15.
  2. Skate 3 Bench: a playable game built by agents, 4:15–8:28.
  3. Hill climbing, verifiable rewards, and TS Rust, 8:28–14:03.
  4. Screenshot judges and the limits of visual feedback, 14:03–17:52.
  5. Choosing tasks, verification, and resources, 17:52–22:28.
  6. Compute bottlenecks and Blacksmith offloading, 22:28–26:25.
  7. Boat sandboxes, snapshots, and parallel validation, 26:25–32:01.
  8. Managing agents by removing blockers, 32:01–34:35.
  9. Lust, recursive optimization, and closing cautions, 34:35–38:47.

The recurring loop

The workflow combines an agent's implementation/verification loop with a human's repeated effort to remove resource bottlenecks. 21:09 32:54

flowchart TD
    A[Choose a task] --> B[Define checkable success]
    B --> C[Supply tools and compute]
    C --> D[Agent implements and verifies]
    D --> E{Meets the goal?}
    E -->|No| D
    D --> F[Ask what blocks progress]
    F --> C
    F --> G[Turn a bottleneck into a new project]
    G --> A
    E -->|Yes| H[Set a harder measurable goal or finish]

Key takeaways

  • Clear reference outputs made TS Rust tractable: match a pinned TypeScript version first, then pursue a 2× speed target while keeping validation passing. Theo reports the agent reached that target. 12:40 13:09 13:37
  • Skate 3 Bench ran for four days with 25 human prompts and produced a playable browser game. Its reported inference equivalent was nearly $5,000; visual judges helped iteration but did not eliminate gameplay defects. 5:09 6:39 7:06 16:06
  • Subscription usage and API-equivalent costs are different figures. Theo estimates TS Rust at roughly $38,000–$40,000 in API-equivalent usage versus $500–$800 of subscriptions, with over $2,000 in separate Blacksmith compute. 19:08 22:28 24:14
  • Offloading TS Rust checks to Blacksmith reduced reported compute waiting per run from upwards of 12 hours to 1.2 hours, though individual builds still took 20–40 minutes. 25:05 25:30
  • Boat reduced a reported Lust validation gate from 70 minutes to 353 seconds, about six minutes; Theo says daily code throughput nearly tripled. 30:11
  • Lust reportedly reduced one TS Rust build from 17 minutes to 12 seconds, but barely supported that project and was not expected to work for other applications. 34:35
  • The ongoing human task is to ask what blocks the agents and improve their environment. Removing compute limits also increases subscription consumption. 32:54 33:47