Here's a quick demo of a little RL ant who has to eat food with two hands!
I've been obsessed with the super cute RL monsters that @aaronlemke has been posting, so I've been experimenting around a little bit with MuJoCo and PPO :D
Trained with JAX + MuJoCo from @GoogleDeepMind, PPO, ~56M steps on a @LambdaAPI A100. Runs in-browser with @threejs and @webgl_webgpu.
Whole new build system coming to @tinyworldsapp that brings building to anywhere -- way easier, AI assisted or not, pre-made stuff but also just mod it yourself.
Still have voxel options but this new system is optimised out of the box for mesh and shaders and more
NVIDIA just dropped another revolution in AI animation — real-time and open source.
It's called ARDY. You type what the character should do — and it just does it. While moving. Change the text mid-walk, click a waypoint, add keyframes — it re-plans instantly. No baking, no waiting.
And this time they dropped EVERYTHING at once: code, weights, working demo. Fully ready to run locally.
I tested it. Honestly — shock. Feels like Kimodo × MotionBricks: that amount of control (text + constraints + trajectories), but live. And it fits in 20–24GB of VRAM.
I didn't expect animation to move this fast — I thought 3D would get solved first. It's robotics pushing it: the same model drives their humanoid robots.
Paper + code: https://t.co/Y8NsUZSUtz
Our roof system for HausTools is incredibly powerful and simple to use, each section is cut and merged to create any shape you want and even including attic spaces #UnrealEngine#WIP
I had Fable build another thing I always wanted, a full procedural fantasy kingdom generator with economics, trade routes, population growth, wars, lineages, and occasional dragons. First, I worked with it on a plan, then it made it.
You can play it here: https://t.co/vCtIqcG6Pl
All these AAA game industry companies committing suicide with their decisions- worry not, indies are still here
If you're interested, my game, Suit for Hire is 50% off!
This is an opensource fully procedural building generator running using @threejs . Building customization, (GPU instancing). Real-time snow, rain & wet surfaces.
I reverse-engineered a Blender geometry nodes graph to TypeScript.
Source code :
https://t.co/XH3sNizfM5
I'm blown away! I was experimenting with AI for a creature game and Fable 5 just one-shot an AMAZING LOOKING procedural creature creator! All done through code in Three.js!
My original reddit post: https://t.co/uZ26m7jpvd
Pipe It, the UE Pipe Plugin is finally 1.0 ready and coming out to @fab in a few weeks!
It's been a fun 6 months journey taking this simple idea and transforming it into a complete tool meant to make pipes easy and fun. UX is such an unseen beast and it renewed my respect to #UX designers across the world.
Here's a small video of the tool working in Unreal 5.7.4, drawing pipes like never before :D.
Would you like to get your hands on this plugin when it comes out? What features would you like to see come out with the plugin? Let me know in the comments.
A big thank you once again to @phyronnaz for his help!
#pipeit @UnrealEngine #ue5 #GameDev #realtime #uxdesign
Perfectionism is a disease in game dev. You chase the perfect vision in your head, but time, energy and skills can’t keep up. That gap is what kills most projects.
I put all my RL creatures into the same scene.
Feels like there is some kind of interesting game design here. Tending to / training your RL menagerie.
Made with @threejs@webgl_webgpu MuJoCo from @GoogleDeepMind trained on @runpod
Added a load more features, you can fly around now, I recorded a ton of voiceover work for the radio dj I've got that plays on the car and on the radio at the homestead. I've also added in storms, and a load of other effects.
This runs in the browser....
I didn't write a single line of code....
Claude and Codex co-authored this.
I did all the art directing, etc... and orchestrated it together it's taken a lot of work to get it this far. But I really like the results.
Built entirely using @threejs
🦧 Day 30 – Call me the architect now.
Houses fully optimized. Reality level absolutely cranked.
Parametric everything: cultures, floor plans, multi-story, extensions, garages, terraces; the system is breathing and ready to grow.
I bent my clanker till it snapped. Said it couldn’t be done.
3-0 me, bitch. Still messy in places but we don’t stop.
Zero assets. Pure Three.js + AI insanity. No excuses. No mercy.
Yesterday was peak momentum. Today we made it real. Still not satisfied… but it’s hitting different.
Next? Full cities or pure chaos?
Be brutal. #ApeCode #Procedural #ThreeJS #WebGPU #gamedev #indiedev