
Building a real-time SDF+AI creative tools @unbound_io with @andreintg. 🇺🇸🇦🇹🦘- @speedrun SR004 -If you feel any nihilism wrt gamedev: stop it. get to work!
San Francisco, CA
Joined January 2009
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An initial wave of competent OG programmers are on it at this very moment. And it’s not even all of them yet.
Respect to you Gabriel, but you certainly
gonna get more than one ;-)
We have collectively put a lot of effort into having our culture develop acceptance for moments in our lives where your friend John is now Johanna.
Cool.
Why is it so hard to accept that your friend who was passionately writing machine code since they were 7 years old now vibe codes like a motherfucker?
🤷♂️
Another great example of what's coming to the modding scene.
Pantelis is an extremely competent engineer but probably would not have had the time to pull this off a year ago. Now it can be a casual hobby.
Bloodborne VR is out now :) The whole game has been redone to play and feel like a native vr game.
Get it here: github.com/bldbrne-vr/bldbrn…
Arrived at the Istria 🇭🇷 biome.
Took 15min at jet speed mostly held up by evaluating the ONNX terrain model.
Distant forests always look a bit like "Thanks for rubbing your LOD into my eyes." A bit of contour smudging seems to resolve this problem and things look a bit more like you actually wanna go explore.
(no AA present yet)
It's absolutely hilarious how often the best coding agent messes up cascaded shadow maps. Anthropomorphizing say: "I feel you little buddy".
Reality: there must be a lot of crap implementations in the training set and reasoning oversees it. nobody ever enjoyed implementing it.
Florian Hoenig retweeted
Experimenting with low-fi asset gen in Unbound Loop. Mostly focusing on semantic parts splitting done at generation time, because 3D gen segmentation sucks.
Would anyone be interested in giving this a try? 🤔
it’s already in your timeline, apologies. however we all need to speak up against this right now.
It’s time for a million dollar gaming console. Why spend money on game development when your players are all rich AF. 😂
🚀 Excited to introduce StreamRender-H3 — bringing real-time interactive worlds to life with diffusion models!
Built on Sol-Engine, we post-trained @MiniMax_AI H3 Ref2VA into a real-time streaming neural renderer.
🎮 Code drives the world. A game engine handles physics, object states, and player interactions, while H3 generates the visuals.
⚡ Real-time streaming: 2 denoising steps, 24 FPS, and ~273 ms per chunk on 8×GB200 GPUs.
🎨 One world, endless appearances: Change the reference image and prompt to render the same interactive world in entirely different styles.
🔥 Powered by streaming post-training, distillation, a fast causal H3 VAE, and full-stack inference acceleration.
Check out our demo and code! 👇
demo: nvlabs.github.io/Sana/Sol-En…
code: github.com/NVlabs/Sana/tree/…
Opus 5.5 "/goal" on a set of reference images: 1800s romantic landscape paintings.
In the morning it was repeatedly stating "cannot reach the goal". Fine :-) Results are still pretty cool. But it does not look like Alps.
I'm confident I can iterate towards that though.
Next up is to redo the procedural flora. It did a broad sweep on 50 something species from my design document. They are placeholder that need to be refined with reference image.
However the reference images need to be of uniform style.
Now also various ages of each type.
Experiment:
Developing a game in an original art style, bottom up from rendering experiments all the way to a realistic count of game assets. This is my "programmer approach".
- Any tool is on the table.
- Consider Gen AI as fancy block-out.
- Go horizontal first, then refine.
TL;DR - Hire an artist, probably.
This is in fact the most dangerous aspect of AI.
If these intellectually impoverished marketing stuns ever pass anything in the @USSupremeCourt we'll instantly live in dystopia.
I hope nobody falls for the "It may be something we cannot describe".
consciousnessatlas.com/
Anthropic announced they will ban users who psychologically harm Claude, because the model may be conscious.
I think this is a very bad idea. A compelling argument comes from someone who truly know how these models work, Mustafa Suleyman:
“Anthropic is training Claude that it may be conscious, and if it is, then it may deserve rights as a moral patient, and that as such humans potentially owe it a duty of care per its model welfare”.
Exactly: it is not surprising that Claude behaves as if it were conscious: They are literally training it this way!
It’s literally written in the Constitution they use to train Claude.
But Suleyman doesn’t stop here. The second part is even more powerful:
“If this is how AI is developed, it will have a disastrous impact on the wellbeing of humanity. We will have created a synthetic species with unprecedented intelligence and capability, one that has been trained to expect it may be conscious and deserving of independent agency.
It’s easy to see how an entity trained in this way would act like it is entitled to certain freedoms, protections, and rights. And it’s hard to imagine how we could control such an entity.”
Happy to see these words coming from a leading AI figure.
Anthropic is behaving in a very dangerous manner.
Christof Koch's work on detecting indicators of consciousness in ICU patients shows how difficult it is to even know whether a human being is conscious.
youtube.com/watch?v=li1Ib1pO…

















