
25 | multi-fandom acc, i just post about my interests. code IlanDreemurr on Fortnite pfp: @ExplosiveTG banner: @StrawBerriiUwU main:@ilancohenart
Joined May 2024
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Oh yeah with this statement in mind
I don’t fully think we will get an anime Hope or Jones skin and they’ll just be for protional/trailer stuff like how we had Simpsons versions of them last year
IlanDreemurr retweeted
"What matters is the end product"
This sentence perfectly encapsulates my distaste for the use of generative AI in creative work nowadays
We've lost sight of the importance of the process in favor of the end results. I can't connect with a craft that lacks heart
When I was writing Unreal Engine 1, my time was divided as follows:
- Around 30% went to seriously deep coding on hard problems: assembly language texture mappers, C++ BSP trees, data persistence, object oriented systems design, and networking.
- Around 70% was just typing and refactoring large bodies of code needed for a complete engine feature set. This was not hard, and while I was doing it my mind was mostly on the deeper coding topics, thinking and planning for what's next. It didn't feel much different from vibe coding today, except that it was just me typing code on an IBM Model M keyboard rather than prompting it and reviewing the results.
So, it has always seemed perfectly logical that we would rely on AI for that 70%, once the AI could do it with a similar quality standard as we could, which has never been perfection. It came as no surprise that, after a few years of AI model evolution, it was able to take the reigns on that 70% and free up programmers' time for more valuable tasks.
What's more of a surprise is the emergence of AI as a sort of insta-Carmack able to solve hard technical problems quite cleverly and often cleanly, and that it's able to reason about and work in complex 3D scenes both by operating the tools and by directly understanding the raw data files.
I abandoned assembly language in 1998 when out-of-order CPUs made much simpler C/C++ code faster, and never I missed it. If prompting through architectural documents, concept art, and design plans can transcend typing code and tweaking vertices, that will enable developers to spend their time on higher-level, higher value technical and creative tasks.
What matters is the end product, whether it's a game or an engine. Anything developers can do to try out more ideas and make better software and games faster is a win for everyone.
Hate or like the show all you want, I feel like this kinda shows that Epic does push collabs to add shoes/instruments into their bundles
Breaking news. The shoes are not the Hazbin team’s fault. I repeat. They had no choice in the Alastor shoes. #Hazbin
Heyyy so is the name for the new sidekick a coincidence orrrr
@Fortnite @FortniteStatus
IlanDreemurr retweeted
「eフィーバー戦姫絶唱シンフォギア5 超デカ×スマートスタート」先行映像公開ッ!
シンフォギアが創るパチンコ新時代ッ!
決めろッ!勝利への拳撃ッ!
ぜひご覧くださいッ!
#symphogear #SANKYO
Official 3D symphogear models are real…
They look so rucking good too even the burning X-Drive, I would love to see a full game using them and not just in a pachinko machine
「eフィーバー戦姫絶唱シンフォギア5 超デカ×スマートスタート」先行映像公開ッ!
シンフォギアが創るパチンコ新時代ッ!
決めろッ!勝利への拳撃ッ!
ぜひご覧くださいッ!
#symphogear #SANKYO
PLEASE EPIC, TOFU CHRIS, ANYONE READING THIS JUST GIVE ME LUPA IDC IF OTHER PEOPLE DIDNT LIKE THAT SHE DOESNT HAVE A SNOUT ITS COOL SEEING A HALF TRANSFORMED WEREWOLF AND I WANT HER RAAAHHHH
Unreleased Fortnite Skins that were added over 100 days ago (and still are in the files):
Ghoul - December 18th, 2024 (657 Days Ago)
Lupa - October 2nd, 2025 (369 Days Ago)
Plantina - November 1st, 2025 (339 Days Ago)
Rebloomed Night Rose - June 6th, 2026 (122 Days Ago)
Night Lotus - June 25th, 2026 (103 Days Ago)






































