@pacey_eth Yeah I love it. Series is 12 books so far. Not as ridiculous as Carl. It’s more traditional litrpg. But the audiobooks are spectacular. Heath Miller’s narration is second to none.
About a month ago we released the first version of the @_portals_ MCP.
The first version was pretty rudimentary allowing for essentially the ability to do very basic things like basic logic, animating cubes, and setting up rough layouts of rooms.
What was interesting is we saw a massive uptick in new creations. People who had never built anything in Portals where now vibe coding and tinkering with Portals through the MCP.
We quickly realized that improvements were needed to the MCP and shipped version 1.1.1 two weeks later. The big update in version 1.1.1 was the introduction of the Portals Intelligence suite.
Since the launch of version 1.1.1 we have seen 700 new builds in ~2 weeks.
Two observations as to why @_portals_ is uniquely positioned for the impending ai takeover as someone who designs AI systems (reinforcement learning & longitudinal fusion transformers) for a living (me)
1. If you asked Claude to build a game with no direction on game logic, it struggles. It has an ocean of information of game design systems and it struggles to make choices. But portals game logic is finite, bounded and highly structured. It can take one look at the gitbook and know the constraints and optimizations it has available. It becomes a master instantly instead of overwhelmed. It also has persistent knowledge of the design because the data is fully accessible to it
2. I’ve spent a lot of time in blender building environments with Claude, and to be honest it takes a very long frustrating time to get it to do anything useful… and it certainly can’t do its own modeling. Why? It cannot see where one object begins and the other ends. It has poor location data on faces of objects so it will repeatedly put them on top of each other. But in @_portals_ the faces coordinates are stored. This means Claude can figure out exactly where things are and place them perfectly. With game logic, it can even do full animations in scenes with the accuracy of a Chinese drone light show.
Everyone is saying games will be built by Ai in the future, and I think that’s mostly true, so long as the ai has access to the right tools. @_portals_ has these tools and the data capture necessary to build great games in a few structured prompts.. today. Some game companies rebuke ai, but @portals embraces it. Builds for it. Make their systems optimized for ai integration. And that’s why they will win
The first Ai driven ugc company.
Powered by $portals
Today was a good day at CatLumpur - so many people lined up to play a Steve minigame and get our shiny merch 😼
We still have so many for tomorrow - but there is only one HOODIE left.
Who will be the one to get it?
New day new vibe... @claudeai vibecode that is!
Hughberry farms inventory management, crop harvesting, and animal interactions is now fully operational in @_portals_
Grow 6 different types of plants, harvest 6 different types of animal products, initiate all in crop manager system and run around in the game to harvest the items. After harvesting, you can take them to the shop and sell them for gold.
Oh, also added a full game guide integrated into the inventory to explain everything for new users... vibecoded of course.
More @_portals_ grow a garden vibecoding with opus 4.5 fresh off the printer
Crop harvesting system for the farm game is now live.
In the vid you can see that the correct items are updating in the inventory and XP is being granted for harvesting crops.
Animations set so crops pop up with ready to harvest and disappear when harvested.
IFrame sending messages and receiving syncs back from @_portals_ successfully.
@notthreadguy stream interview wen
@hughmfer@thedoctorlegacy This is an excellent point. I would rather buy good assets to then build a game than try to build good assets and never get started on a game.
I'm not a 3d modeler. I barely know how to open blender let alone do anything functional in it. But with the @sidahuj blender MCP and @claudeai I was able to vibe code an entire environment for my upcoming grow a garden game in @_portals_
Claude used the MCP to assemble and arrange every single asset in this space (i literally don't even know how to import an asset into blender lol) within the spawn of a few hours and with access to a folder of low poly assets. When I had it start doing its own modeling, it even matched the style of the environment to keep things consistent
If you are building UGC games and you don't know anything about modeling or design like me, you gotta try it out...
https://t.co/aMGjClN9UA
I’ve found it works best as a scene assembler as opposed to doing everything by hand. It also works really well with specific directions (connect road h to plot A using straight line roads that form a right angle). Also, fwiw, I had tried using scripting before using your MCP, and the MCP ended up being INFINITELY better.
Here’s the workflow for this project:
1. Started with a project folder filled with glbs from an asset pack. I had Claude take inventory of what it has available before getting started
2. Explain game generally to Claude, have it brainstorm a full game design and sketch out a visual map for itself as internal context, leveraging what it know about the assets we have
3. Open up blender and connect to MCP. Ask it to get started assembling assets based on its visual map
4. Claude makes a first draft, and then I ask it to review and brainstorm improvements. I go through a few iterations of this. Sometimes it helps to take screenshots and have it review those.
5. I start making suggestions. Early things are fixed around overlapping assets. It has some trouble with depth and scale differences so those are the first things that need fixing. Later things are about my preferences
6. We fill in extra space with models it generates itself. It did a pond and some roads all by itself
7. I ask it to add detail to the map, shrubs, and rocks and dirt patches for the farm. Scale it back by 20%. Make it more random. Remove debris too close together. Etc.
8. Export asset. Find it’s too big to import. Work with Claude to cut out old object meshes, reduce image pixels, delete some shadows, etc. Claude smashed it
Your answer is @_portals_
> browser based metaverse: https://t.co/xJHtnBMOd9
> non custodial wallet: goes live in Feb
> assets are nfts but nobody knows: https://t.co/ygqevPDVFp / https://t.co/l6CnAtB7TB
> ai code powered game designer: https://t.co/ZwmNOSgTi0
> anyone can launch a game: We have builders from all walks of life
> novel token standard: https://t.co/ZpfnaxRnqZ
> designed for in game economies: https://t.co/bklGH3sCCY / https://t.co/vq49wk6uMO
> compete with roblox on extreme token volatility and ease to deploy - we have easier deployment (ask our creators)
Remaining bullets will be answered later this year.
I’m going to be dramatic…
I don’t think there has EVER been an opportunity in crypto like the opportunity with $Portals right now
Nothing comes close to legitimizing meme coins and NFTS, like the idea of themed $Portals games and metaverses…
No other tech is easier to use than Lego like drag and drop building and AI created items…
This is the place to be if you are a creator, a developer, a gamer, a trader, a DREAMER.
Share your game with just a 🔗
Share your metaverse with just a 🔗
Build games around your meme, build worlds around your NFT’s, swap your token or any solana token in your own space.