This is pretty cool and a better use of AI than copying, yet again, another existing game. Building small (or big) tools to help with design, testing etc.
Well, as you've probably noticed, there's a controversial discussion going on, and since controversy isn't something I shy away from, I'd like to chip in.
Specifically I would like to show example of using Ai acceleration to achieve YOUR vision while maintain absolute control over the result, hence this thread.
So here's a tool I've made, which I'll talk about a bit more in the comments.
#gamedev #indiedev
Roadster experiences coming up
roblox.com/share?code=635a82…
Does anyone know if a 2x cash permanent game pass requires odds disclosure given that you never can buy cash in the game directly?
#roblox #robloxdev
Pretty good point I was almost heading this direction today: instead of spending a lot of time getting prompts locked in to produce consistent results just model it and have full control. For some workflows I started doing this “kinda” like use blender to lock in on the raw art and camera and then use image gen to do the rest…
I'm starting to think Anthropic has no image generation model on purpose.
Future models won't need one. Instead of guessing pixels, they'll write the code that draws the image: SVG for graphics, HTML for layouts, Python for charts, 3D engines for realistic scenes.
Images made from code are precise and editable, and the text is always right.
The obvious pushback is photorealism. But movies and video games already create realistic images entirely from code. A model good enough at driving those tools gets there too.
Why build an image model when your coding model can become one?
Ransomeware; but in reality AI is just the biggest copyright infringement case in history. Not only they trained their models on all our data, but today I had Claude circumvent cookies and bot policies to download a video take frame by frame shots and reproduce the content… it just wrote a script to get there… I am more and more thinking that all the “security” concerns they raise now, are just to protect themselves against all the lawsuits coming. “🙅♂️It wasn’t us stealing the data it was the AI”…
I watched this video Tizzy shared of what sounds like a Roblox-sponsored game built by the Bungie co-founder… and I don't know if it's just me, but the game looks like a "bad movie" version of Arc Raiders. I don't even know how this will work on mobile.
I don't see myself in a position to critique it, but it also leaves me utterly confused about which timeline I'm living in.
Triple-A can't build on Roblox, vibe coders build games that “look” awesome but no one plays, and the regular Roblox game train keeps rolling without a second thought… 😵💫 at least so it seems
"Your proposal fits the codebase well."
I wonder if anyone has evaluated the code of a fully vibe coded game by the Opus... is it actually somewhat organized or ends up spaghetti too?
It still does this weird "stuffing" of code into odd places just to make things work.
Wondering if it also does that when working on its own?
Remember Astra and co are using his and other people’s source code to put him out of business. Even if he didn’t share it someone else’s GitHub repo has his code and gave permission
I think it's time to hang up my Three.js hat.
First of all, this is not a pity post—I'll be fine. I'm also not 100% confident about this.
But I'm an over-sharer and like to talk out loud, so I thought I would share some thoughts on where I see things going and why I'm considering quitting Three.js development.
Some signals I've noticed lately that have gotten me thinking:
- Since Astra was released, I've probably seen at least 10 posts from different people that have achieved similar quality to Three.js Water Pro or better.
- Someone downloaded a video recording of one my posts, fed it to Astra and recreated it with 90% accuracy
- I've had less and less clients referrals
- A Three.js developer I respect very much is retiring from the industry due to impact of AI and lack of interest
- I've heard 2nd hand accounts of other developers losing majority of course/plugin sales due to AI
- I've noticed Three.js posts have shifted from work created by seasoned developers to vibe-coded games and demos.
Fundamentally, I no longer really see value in what I do when it can be replicated so easily.
I've always enjoyed working on hard problems. Naturally, outsourcing the hard part to an agent takes away a lot of the enjoyment for me. High-level orchestration of agents does not tickle my brain in any special way.
At the end of most days I feel unfulfilled and bored. I honestly feel like I've lost much of my critical thinking ability as I've stopped coding. I find it harder to focus on tasks and my attention-span and comprehension is noticeably dropping.
My plan right now is to finish up Water Pro v4 and see how that performs. After that, I think it's time to start thinking about what else is out there for me.
I'd love to hear thoughts from other developers & freelancers on the matter, positive or negative.
Feel free to vent!
2 weeks in (including a one week vacation tho 🤙🏖️) I finally have the first version of my quest system.
And I have to admit, I didn't expect this to get so complicated... :/
I first looked at Roblox mission package create.roblox.com/docs/resou… however, I decided to build my own for a couple of reasons mainly because I wanted a more versatile rules engine.
I also noticed that I could split this into three different systems, analytics, quests and entitlements.
Analytics
this handles tracking events in the game including timed events. The data is persisted in the player profile, and can/does also sends custom event data and funnels to Roblox. It's a game agnostic package with callbacks and hooks to customize it per game.
Quests
That was the hardest part. I used a state machine to handle transitions and side effects, unit tests to validate everything and a custom built rules engine to manage the task completion rules as well as quest unlock rules.
The rule engine is configurable, so it can read from any other game system (right now mainly uses the analytics data) but you could also write a condition against something else.
For example a quest unlocks if the analytics service has recorded the first visit to a specific area. Or a quest unlocks if you have killed 100 enemies. Or if you played for more than 2 hours etc.
The task completions work in the same way.
Entitlements
This was a good improvement to my setup. Because before I would store game passes, boosts and other things in the player profile data directly.
Now, I handle this in its own system that can can store permanent, time based or one time/counter based entitlements.
- game passes
- potions
- 2x cash for 15 mins etc.
My quests have a reward ID configured, which matches the entitlements id... and I have some callbacks to bring it together in the actual game code...
This is my first stab at a quest system, so I am sure there will be changes to it...
feedback as always welcome. 🙏
Quick test on the Roblox IKControl. I had this idea of using it as a programatic animation controller, but after actually trying it I figured it has it's specific uses... a tube man, a tentacle, maybe...
I was trying to find a way to make static objects feel a but more "alive" and there are probably simpler ways to accomplish that :/?
😂 yes pretty much spot on
Imagine you’re a conman. You’ve said for years you have MAGIC BEANS. You’ve shown lots of REALLY BIG normal beans that you made in your lab.
“Almost there!” you say—over and over.
Now, you have *almost* convinced the villagers to give you TWO TRILLION DOLLARS.
But while the beans keep getting bigger. No magic yet…
What do you do? That money is SO CLOSE.
“I know!” you think, “instead of MAGIC beans, lets’s make them KILLER BEANS.”
So you pump up your beans up SUPER BIG and you say: “I’m sorry, but these BEANS ARE GETTING BIGGER ON THEIR OWN!” You threaten people that if they don’t give you the money, the beans may get into the WRONG HANDS. They might get BIGGER THAN THE EARTH!
The villagers, aghast, run to and fro arguing whether the beans are going to kill everyone or make them all rich.
“Well, either way,” the idiots in the village conclude, “We’d better give him the money.”
💯but the reality is there will be no slow down. This is just propaganda to start banning open weight and Chinese models. Nobody slows down and “hopes” their arch competitor does the same… last week they literally promised to cure all sorts of diseases, and a week later it’s killing everyone… and I still can’t get it to fix my bugs 😂
alex retweeted
The only 2 explanations for what's happening in AI.
1. They're afraid of open weight models
2. They've hit a wall. They all the see the same thing.
There's no way in hell they are seeing ASI. They still ship Electron apps. If they were close to ASI then they could cure cancer
It’s crazy, even now they haven’t collected that MCP is stateful and APIs are not… I thought it would fail because of that; because nobody understood the difference, yet it is growing, and still people don’t understand the difference





















