Early progress on my @wavedash summer #gamejam entry, am working with #godotengine#madewithgodot
FORLORN REACH is a survival space RTS that fits the jam theme of "bad connection" by a requirement to maintain a relay network from your command ship to keep your forces active.
๐Kimi-K3 is the best model I have ever tried in Summer Engine - itโs absurd!๐
27 minutes. One session. It built a real paper-plane game in actual engine code
Then it playtested itself.
It started the game in Summer, watched it run, took screenshots, read the logs, and fixed its own bugs.
It even noticed the plane was black (paper is white), and corrected the color from what it saw in the live game.
Fully running game. Under 30 minutes. One shot.
The best model weโve ever tested in Summer just landed
Live now
@sama Progress of my first two sessions of working on the build week hackathon, building cosmic beatmaker, a groovebox/music sequencer webapp that anyone can play with in the form factor of building a solar system, where planets are different instruments and orbits determine duration.
For build week I am making Cosmic Beatmaker, a musical sequencer/groovebox operated by creating your own solar system... fitting with the model names. Thank you and your team so much for Sol and 5.6 as a whole! ๐
i'd love to see interesting things people have built with 5.6 sol.
i will send the person who made the coolest thing a special gift from the openai archives.
End of first night's progress on my submission for @OpenAIDevs build week.
I am building Cosmic Beatmaker, a groovebox/sequencer webapp where people can make and share music in an accessible way through planets as instruments and orbit distance as pattern duration.
Messages like this on discord make me really happy to keep making games this way.
Between significant cash wins in Wavedash, Bezi, Coplay and GDJS jams, there's an obvious skill involved in working with agentic assistance. Otherwise consistent top placement wouldn't happen.
Short.๐งตHot take: text to 3D services are mostly dumb, pointless and a complete waste of money outside of really specific styles. If you want to work on 3D with AI IMO you should work with codex or claude code and script python scripts for blender or use the MCP server.
This ends up with a workflow that is far more maintainable/extendable/customizable/consistent tho and you end up with systems you can transfer from one model to another in the same project folder for running blender super easily.
Kinda a balance between the #cursor philosophy of you have it all available from the start of the month but when it's gone it's gone (so if you use that in 3 days it sucks) but with the safety net you can go again next week. Wonder if anthropic will follow suit or double down.
OpenAI #codex removing 5 hour limits is wild. IMO it's a great move, for some folks it encourages really bad practices to splurge super fast, but then sometimes when working on a really short hackathon or gamejam or a very tight deadline commission/contract it is a godsend.
New WIP map for my new WIP game with #babylonjs
It amuses me what 20 mins with Codex can get improvement wise if you are willing to iterate and argue with it.