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Day 2 of building my own Warzone with AI. The feel pass, two minutes.
Slide's cracked and I might keep it. Jump is floaty and I like it. Crouch isn't sluggish.
Mantle is hit and miss, and my shadow doesn't crouch. I left both bugs in.
Every number on screen came off the live debug HUD.
Code and assets are built with AI tools. The gameplay and the opinions are mine.
day 2 of building my own warzone with ai.
tonight i actually test it live: movement feel first, then the same moves at 80 ms of fake lag to see if it still feels local.
honest update on what broke this week too 👇
twitch.tv/voltrace
day 2 of building my own warzone with ai.
tonight i actually test it live: movement feel first, then the same moves at 80 ms of fake lag to see if it still feels local.
honest update on what broke this week too 👇
twitch.tv/voltrace
Building my own Warzone with AI | Day 2 xitter.cf/i/broadcasts/1RKZzBdek…
😌 it begins
Effective Immediately, all organizations using PHP for their systems are advised to be prepared for an update addressing two critical vulnerabilities. PHP is widely used for web applications. These vulnerabilities often provide a direct path to the server's file system or database. If an immediate update is not feasible, it is recommend that organizations take the system offline until it can be fully mitigated. NSA will follow up shortly with more specific guidance.
day 2. 0 lines of code.
spent it reading how a big studio's new shooter fights cheaters.
warzone players already know why.
my plan: the server decides who hit who. your pc doesn't get a vote.
it's a plan, not a feature. yet.
I play Warzone every day. So I'm building my own shooter with AI, and I've never made a game before.
Today's the first time I actually play it. Live now 👇
twitch.tv/voltrace
Building my own Warzone with AI | Day 1 xitter.cf/i/broadcasts/1DxLdZPNn…
Gaming industry is cooked. 😌
Today we're standing up XBOX LABS (labs.xbox.com). Here is the note that I sent to the team:
Team,
The first video games emerged some 75 years ago. In the time since, there have been booms and busts, but every year there are more great games to play, more devices to play them, and best of all, more people than ever playing. That growth helped make XBOX what it is today, and we've helped shape the industry in return, from bringing hard drives to consoles and online gaming through Xbox Live to Game Pass and cloud gaming, alongside franchises that have brought millions of people together.
In recent weeks, we've seen games rapidly decompiled and rebuilt to run on hardware they were never originally designed to support. Windows PC builds have been translated to run on Apple Silicon or ported to run inside a browser through WebAssembly and WebGPU, the latter now approaching 90% global browser support. Perhaps more surprisingly, we've seen many of the biggest games in the world have been remixed into the source code of another.
These experiments challenge long-held assumptions about our industry: the tether between software and hardware, the boundary between creation and play, and how people discover and experience games. While it is hard to predict the future of gaming, it is easy to see the possibilities in making great games easier to access, giving old games new life and allowing more players to become creators and co-creators. These are unmistakably good outcomes for players, even when (and sometimes because) they challenge our existing business models.
To explore these possibilities, I’ve asked Scott to stand-up XBOX LABS, a small group of game makers, engineers and scientists whose job is to turn emerging ideas into things our players and developers can experience. We'll build in the open, learn from what people do, and measure success by whether more people are playing and creating.
I think XBOX has an important role to play here. Coding became the first major workload for agents because they can write, run, and test software. Games share many of those same properties, and people spend more than 72 billion hours a year playing XBOX games, roughly five times the estimated time spent writing code worldwide. We've spent 25 years learning how to make great games, and I want our game makers to help shape what these new technologies make possible. As we learn, we’ll share the tools we build with developers across the industry, just as we always have.
Our priorities aren't changing. We remain committed to the 4Cs, to making great games, to our hardware and to being responsible stewards of IP and the communities built around it. LABS gives us a way to explore new technology that is game design led without abandoning the work already underway.
Asha
Is it me or is 6.1 sol actually very efficient? ran it on high for a few hours and barely used up %5 of a pro sub
Qwen is one of the smartest labs out there and for some reason go under the radar, there next model will be sota for sure, while being 80% cheaper then US labs. this should be interesting to monitor in the coming months. Will the US lower costs?
Introducing QwenGyre, bringing elastic RL to extreme-long-horizon (XLong) agent training. ✨
It launches with two core designs: 🥳
- Elastic Scheduler: reallocates GPUs between rollout & training as demand shifts—live executions never interrupted. Up to 1.85× speedup over Colocate, 1.78× over Async.
- Trajectory Processor: turns branching executions (compaction, sub-agents, retries) into prefix-shared trajectory trees with bounded, deduplicated training samples. Partial progress after timeout still gets scored.
Scaled to Qwen3.8-2.4T-A95B with ~700K tokens per rollout, QwenGyre lifts NL2RepoBench from 52.5% to 58.5% in 48 steps, cutting end-to-end training time by ~44% vs Async.
🔗 Read the paper:
arxiv.org/abs/2609.33848









