A $150,000,000 game budget just got vaporized by a single line of procedural code.
Legacy studios spend millions renting motion-capture stages and funding 200-person animation teams just to hit baseline movement.
Look at 0:14 when he vaults that 1M block, then skip to 0:18:
• Zero keyframes manually drawn
• Zero $200k/year animators required
• Real-time spatial pathfinding running on local hardware
One solo dev built a neural kinematic model that generates full tactical movement on the fly.
Check the tag at 0:27. That’s not EA or Ubisoft. That’s an autonomous builder burning through $0 corporate runway while delivering AAA execution.
The ROI on legacy game design pipelines is officially below zero.
You’re not looking at a UE5 physics demo. You’re looking at the collapse of bloated software margins.
I just released an all-in-one tool that lets you extract textures from any perspective, turn them into seamless textures, and use them on your 3D models.
#gamedev#indiedev#gamedevtools#itchio#indiegame
Introducing InfiniteDiffusion, my independent paper accepted to #SIGGRAPH2026!
I have one RTX 3090 Ti. No funding, advisors, or team. By day I'm a new grad SWE at Walmart.
The paper has two main contributions:
- InfiniteDiffusion: a new approach to infinite generation with diffusion models.
- Terrain Diffusion: the world’s first learned procedural terrain generator.
Here’s why this matters, and how they are connected. 🧵
This #CVPR2026 paper from our research team is trending #1 on @HuggingFace 🤗
Meet LocateAnything: a vision-language detection model that rethinks bounding box prediction. For AI agents and robots, “seeing” is only useful if a model can pinpoint where something is fast enough to act.
Trained on 138M high-quality samples, LocateAnything decodes bounding boxes in parallel instead of one coordinate at a time, improving localization accuracy while dramatically increasing throughput for visual grounding and detection.
Project page: https://t.co/O7JMe8tzFM
Here's a list of the upcoming features in Three.js Water Pro v3. It's a big update!
✅ Improved Wave Realism — Updated spectrum produces more organic wave patterns.
✅Improve Lighting Model — completely revamped lighting model that produces realistic color changes in shallows areas and allows you to see through water surface
✅Persistent Wave-Crest Foam — Foam lingers and rolls off breaking waves.
✅Multiplayer-Ready Determinism — fixed-step simulation and syncing between clients
✅Sea Spray — attach emitters to boats, rocks, etc. to generate spray as water hits the surface
✅Rain — wind-driven streaks plus water-surface ripples.
✅HDRI Environment Maps — procedural sky has been replaced by realistic HDRI maps
✅Boat Wake — V-shaped wakes with automatic foam on breaking crests,
and much more!
🚀 Excited to share REST3D: REconstructing physically STable and visually consistent 3D scenes from a casual single image🤳.
With REST3D, you can naturally interact with stable virtual objects through hand-based VR interactions👐.
🔗 Project page: https://t.co/1CVuGIjAVM