Tempest AI BIP 19:
Thought I would shake it up and show a video of the game logic systems current state.
Today I worked on the UI for cached arguments and fixed a few bugs to do with custom script identification and conversion into blocks.
The whole visual scripting system can be considered scratch on steroids, instead of a few predefined blocks, we get an LLM to generate anything on demand.
Previous versions of Tempest AI required people to create mechanics from "first principles", i.e. Make an inventory system by defining a collection object, and then to add something to the inventory users first had to get the asset, get the asset key, put the asset key in the list and remove the item from the scene. Disgustingly complicated!
With this scripting system users simply as for an inventory system and Tempest will produce a block to add something, remove something, etc.
Tempest BIP 17:
Auto suggestions for prompt construction, and some improved UI for the prompt and tool debugger within the visual scripting system.
All suggestions are synced up with the current components + custom scripts created by the user
Tempest AI BIP 10:
Much more refined tool builder UI, now users can recreate any tool schema with a no code interface (Even complicated nested array x ENUMS)
Integrated with prompts and is working within the game engine now, very excited to test it soon!
Tempest AI BIP 9:
V1 of the tool builder complete, will certainly need a little bit of iteration to get right.
Interesting thing I built today are sub structures, these are structures you will be able to inserted and reused across tools.
Most certainly will be useful for creating tools that map directly to set character, location schemas, etc.
Combined with the prompting that uses direct game state context, I have an idea of what I want to build already (Infinite procedural crafting system for an RPG, ofc)
#tempestai #buildinpublic @TempestAI_
Tempest AI BIP 8:
Fleshing out the tool builder today, which is very painful since we should maintain compatibility across different LLM providers.
Things most certainly get a bit dicey with nested ENUM tools, but will hopefully work it out tomorrow.
Combined with our new prompt system, this will be quite exciting to finish building! We are about to unlock some very exciting new game mechanics.
I'm going to build a game over the weekend finally!
#buildinpublic #tempestai
CC @TempestAI_
Tempest AI BIP 7:
Quite a bit of boring stuff today:
Auto component reconciliation (If I have a custom component called health and I modify it, we need to update all the health components attached to characters, locations, etc. automatically)
Tidy refactor of some of the Prompt Creation functionality.
@Mikeebinum polishing up the new UI editor, which I will definitely show more of soon!
Tempest AI BIP 6:
Prompt system has been implemented finally! We can make the prompt with variables and have them render on the visual scripting graph.
These template based prompts are extremely flexible and accurate since we are directly interfacing with the game state for LLM outputs!
Also did a bit of cleaning of frontend code (Mainly scripting)
Tempest AI BIP: Day 4
Started work on the prompt generation for LLM logic, it works exceptionally well with the current game engine architecture.
This will enable us to create some very very dynamic games
BIP Day 3: Tempest AI
Lots of small UI optimisations, sidebar is now a lot more intuitive, refactored/optimised the script editor component to be a lot more performant
Plenty of redux state bugs squashed as well, and I started working on a little feature, that I plan to share soon..
Day 2: Tempest AI BIP
Script generation requires a fair amount of rework to get it production ready, today I added a couple of optimisations, and built a script Diff system.
My thoughts are that it will be useful for creators with some understanding of code, and it also will be a very important building block for a better LLM code generator.
1) It gives an LLM context of code changes and is useful for multi shot prompting and iterative changes on code
2) It can be used to reduce API calls for LLM's since we can directly compare versions and only parse changed functions/components. This has reduced script generation time/modification time significantly (~10s to approximately 5ish)
Also cleaned up a bunch of UI with the component view on assets
Day 1 BIP:
We’ve grown a lot recently—migrating the engine to an ECS architecture to make everything faster and smoother.
Today, I built a dynamically rendered UI component for LLM-generated systems.
For example, if you create an inventory system, it automatically generates a UI so you can easily modify and add items.
🎥 Check it out: Video Demo
https://t.co/sYqKQ0VYym
💻 Sign up for the alpha (launching soon!): Join Here
https://t.co/BgcXYSDHOI
#BuildInPublic #TempestAI
At 21 I dropped out of university to build an AI native game engine.
Why?
Because the tools we have today—Unity, Unreal—are too complex for most creators. I wanted something simpler, more collaborative, and designed for the future of gaming.
That’s how Tempest AI was born.
🧵
Our guides are now LIVE and fully integrated with our AI Assistant! 🎮✨
Plus, our Assistant just got a power-up with new tools to help you create even more epic games. Dive in and start creating today! #GameDev#AI#TempestAI
🎉 Big thanks to everyone who supported our Product Hunt launch! 🚀
Your encouragement and feedback have been incredible.
We hit 171 upvotes, and welcomed 350 new creators and players! Its great to have you all here. Stay tuned for some very cool announcements 🔥
3. @TempestAI_ by @wakem_jack where you can generate an infinite game in < 2 mins.
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Jack launched on Product Hunt yesterday and 3xd his user base in 1 day 🫡. Jack is opening a preseed raise soon!
We are live on @ProductHunt!
With our AI gaming engine you create an infinite game in 2 minutes with no code 🌄🧚🐉
Thank you to @gabe__perez and @rajivayyangar for the support 🤝