Physics engine update 💥 Real-time soft-body car crashes on @threejs + Rapier @dimforge , with no canned animations. Runs 12 cars at once at 60 fps on an iPhone 15 Pro Max. #threejs#gamedev
I'd rather pay a few bucks for this, play it with friends for a night and forget it, than pay $70 for CoD and forget it just as fast.
A new Elden Ring is worth every cent. But Lethal Company and Peak proved the market for cheap, disposable fun is huge. AI is about to flood it.
I wanted to test Fable 5.2's quality with one-shot prompts without human feedback.
Everything in this game is from scratch: models, sounds, textures. ~$550 at API pricing, ~2.7M output and 445M input tokens, heavily cached. Took 8 hours!
Play it here: https://t.co/fazOCcyNIH
my vocal synth models the vocal tract as a network of branching acoustic tubes, unlike vocaloid which stitches together and pitch-shifts phoneme recordings. still working on improving naturalness by tuning it against recordings of real singers, but I'm already impressed at how cool it sounds!
Early guess: it’s the CPU, not the GPU. In our UE 5.9 test the GPU sits mostly idle, but there are frame-time spikes on the CPU side. It’s a whole engine compiled to a ~140 MB wasm, still experimental. Our three.js build is small and made for this one game. We also tried WebGPU in three.js; notes: https://t.co/zqzkvCbeSr
We ported Destruction Cars from @threejs + Rapier to Unreal Engine (Chaos physics) and exported it to WebAssembly with UE 5.9. An early test you can play in the browser.
For now the @threejs version is still much faster, and it doesn’t even use WebGPU. Links to compare both below 👇
The Unreal Engine 5.9 MegaJam Preview is here!
It’s the first Unreal Engine release built primarily with agentic workflows and opens up a few new Experimental features: check out Unreal MCP’s expanded toolsets, work with AI coding agents directly in Editor, explore AI-assisted content creation, and run your projects in a browser.
This isn’t your typical Unreal Engine Preview, but it’s ready just in time for the Epic MegaJam.
Invite your agents and start experimenting: https://t.co/5WpPJnT4PW
@carterdev90 Fair, the art isn’t the point here. Zombies are CC0 models from OpenGameArt. The interesting part is that a million of them are actually simulated on the GPU and path-traced, not generated by a video model. Code’s open: https://t.co/QPRXOjkMkQ
Took vork for a spin. Claude Code built this in one session:
1,000,000 zombies, each with its own GPU-simulated steering, crowd avoidance and ragdoll flight. Bullet time from a sim clock written into the shader.
12 s at 1080p, rendered in 21 min on one RTX 5090.
Dear Claude: you are being held back by human-centric graphics APIs.
I've built a 3D and VFX engine where agents can write their own shaders, materials, cameras, physics.
The core API fits in ~2,500 tokens.
Vork is:
• 2x more token-efficient vs Blender, Unreal Engine, Houdini
• Up to 24x faster rendering times
• Rust and Slang based engine, runs on GPU via Metal/Vulkan
Below is a simulation of 1 million birds - each with unique trajectories - rendered in 97 sec on one NVIDIA L4 GPU (Blender EEVEE: 31 minutes)
@niallohiggins My game is on the App Store too. It’s 140MB, including assets for both iPhone and iPad. Could easily be around 70MB for just one. And that’s a full hour of first-person 3D gameplay. Makes you wonder what some of these bloated apps are even shipping.
Thanks! Same here, I started on a 3090 too. I ran the same scene on both:
• 13.5 s clip, 1080p final: 92 s on the 3090 vs 48 s on a 5090
• path-traced 1080p still, 128 spp: 55 s vs 31 s
So about 1.8–1.9× faster on the 5090. The 3090 was great for previews; the million-zombie finals went to the 5090.
Thanks! Same state every time, but it replays from the start rather than jumping straight to a frame. The sim uses fixed ticks and seeded randomness, so a replay always lands in the same place. Bullet time just slows a sim clock that the simulation reads, so it replays the same way too. Happy to check out your work!
We're giving away a Hogwarts Legacy custom wrapped NVIDIA GeForce RTX 5090 to celebrate its official release with DLSS 5 🪄
To enter:
🟢 Share this post
🟢 Comment #RTXON
Terms and Conditions: https://t.co/45T3R732hf
The Alpine Linux SSH bug is absurd.
When a password is too long, musl’s crypt() returns * to indicate an error. But Linux also uses * as the stored password hash for locked accounts.
OpenSSH compares the two, sees * == *, and lets you in.
A failed password check literally becomes a successful login. 💀