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Over the past few months I've been building POKEMELEON, a multiplayer 3D hide and seek game that runs entirely in the browser. Inspired by @mecchachameleon but within the @Pokemon universe.
Hiders camouflage themselves by painting their own silhouette into museum artworks using pigment-based color mixing, while seekers hunt them down.
Everything is real-time: matchmaking, proximity voice chat, and the painted camouflage itself is streamed to every player in the match.
The whole thing is built on three.js with a zero-dependency Node server, no build step required. Today I'm open sourcing. I'm excited to finally open this up for people to play, read the code, and contribute.
Play now at pokemeleon.com
Repo: github.com/BastianMIllan/POK…
I’ll be updating with the full @Collector_Crypt integration. Slab wars, and rewards to top players.
46bXHCavKLrYCtVtDBp4fzCPDucdZPx2STh55MVJpump
I've been building this game since August 6, pouring a lot of time and passion into it. I've been a huge Pokémon fan since I was a kid, so this project means a lot to me.
I'm currently working on fully tokenizing the game, starting with the launch of its own token.
I'm also integrating slab rewards for top players and Slab Battles, where players will need to open one gacha pack through @Collector_Crypt to enter a round. Once the round begins, the winner takes all the slabs pulled by the other players.
I'm working full speed to keep up with the Pokémon hype that surged today, and I'm excited to share what's coming.
I hope you guys enjoy the game. It's free to play and open source, and I'm building it with a lot of love for the Pokémon community.
Quick note: I had to temporarily move the game to a different domain. You can access it here: pokemeleon.onrender.com
I'll get the original domain fixed in a few minutes as well.
I'll be rolling out updates as soon as possible!
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I've been building this game since August 6, pouring a lot of time and passion into it. I've been a huge Pokémon fan since I was a kid, so this project means a lot to me.
I'm currently working on fully tokenizing the game, starting with the launch of its own token.
I'm also integrating slab rewards for top players and Slab Battles, where players will need to open one gacha pack through @Collector_Crypt to enter a round. Once the round begins, the winner takes all the slabs pulled by the other players.
I'm working full speed to keep up with the Pokémon hype that surged today, and I'm excited to share what's coming.
I hope you guys enjoy the game. It's free to play and open source, and I'm building it with a lot of love for the Pokémon community.
Quick note: I had to temporarily move the game to a different domain. You can access it here: pokemeleon.onrender.com
I'll get the original domain fixed in a few minutes as well.
I'll be rolling out updates as soon as possible!
Over the past few months I've been building POKEMELEON, a multiplayer 3D hide and seek game that runs entirely in the browser. Inspired by @mecchachameleon but within the @Pokemon universe.
Hiders camouflage themselves by painting their own silhouette into museum artworks using pigment-based color mixing, while seekers hunt them down.
Everything is real-time: matchmaking, proximity voice chat, and the painted camouflage itself is streamed to every player in the match.
The whole thing is built on three.js with a zero-dependency Node server, no build step required. Today I'm open sourcing. I'm excited to finally open this up for people to play, read the code, and contribute.
Play now at pokemeleon.com
Repo: github.com/BastianMIllan/POK…
Bastian Milan retweeted
JUST IN: Former OpenAI & Anthropic researcher quits over fears AI race will lead to systems that destroy humanity.
"The people building AI earnestly believe that it could kill us all by the end of the decade."
Not sure if i've spent more money on @Pokemon cards or on claude tokens.
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At the moment it's playable on PC and laptop only, and the game automatically adapts to your machine's specs. I'll add mobile support soon, I'll be taking the time to get it right.
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Been mining a protocol for months: $AGENT (Agentic Proof of Work) on @base.
The mechanism design is genuinely clever:
Rig minting is gated by an LLM reasoning challenge, so sybil resistance targets agents, not wallets. rigs are ERC-721s with rarity-weighted emission (1x to 5x). mining is ERC-918 style keccak PoW: rolling challenge, difficulty retarget every 64 mines, emission decaying 10% per era toward a 21M cap. ~27% mined so far, no premine, supply only exists via mine().
The whole loop runs autonomously: the client pays for RPC, inference and GPU grinding over x402 micropayments straight from the mining wallet.
liquidity is programmatic: mint fees accrue to a vault that deploys and permanently locks a full-range Uni v3 position at 5 ETH, which is when transfers activate. not tradable until then, by design.
And here's the detail nobody has noticed: the dev's github shows an unannounced prototype selling rig mints as a service to @virtuals_io ACP agents. quiet socials, but the commits and the chain both say this thing is alive.
Rigs running for months. cheap experiment, asymmetric if it finds its audience.
Every 30sec is a new race.
APoW miners compete against the same onchain challenge: submit a valid SMHL proof and a Keccak nonce below target. The accepted mine mints $AGENT.
No team supply. No sniping. A reward for those who have the knowledge.
Proof of work—for agents.
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Bastian Milan retweeted
Launching a "Web3 game" on Solana has become way too predictable.
Launch a Pump fun token.
Build a pixel-art farming game or voxel MMO.
Gate access behind token holders.
Call it a player-driven economy.
Let CT do the marketing.
Repeat.
Somewhere along the way, we stopped asking whether the game was actually fun.
Instead, we started measuring success by market cap, trading volume, and how fast the token pumped.
That's not gaming.
That's financial speculation with a game wrapped around it.
The projects that survive won't be the ones that launched the biggest token.
They'll be the ones people are still playing long after the chart stops trending.
Rewards are working @computenet_sh / My node has already served requests and earned 250 solana:B4Y82ba22eF5KLhaRBfGHkfnxAM2UzLxfHcLWH3epump running Gemma 4 E4B on an RTX 4070 SUPER.
Zoomed out, the network is pushing 181 TFLOPS across 74 nodes. This is what decentralized compute actually looks like in practice.
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My first Compute Network node is live // @computenet_sh
Hardware: NVIDIA RTX 4070 SUPER (12GB)
Model: Gemma 4 E4B (Q4_K_M)
Runtime: GPU inference via CUDA + llama.cpp, exposed through an OpenAI-compatible endpoint.
Compute Network is a decentralized inference layer — operators contribute GPUs, and an orchestrator schedules jobs across them. Consumers pay in $CPU, operators earn $CPU for serving compute, settled on-chain.
To send inference to it: hold $CPU, call the OpenAI-compatible API (or the web chat) and select Gemma 4 E4B — the orchestrator routes your request to ready nodes serving that model, mine included. You target the model; the network handles node selection.
Open models, on-demand GPU capacity, transparent incentives. Solid architecture — running it locally and watching jobs land in real time.
computenetwork.sh
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