Martin Scorsese is an advisor to Black Forest Labs.
He's spent six decades shaping how the world sees stories. Now he's helping us shape visual intelligence with human taste and craft at the center.
We sat down with him for a working storyboarding session using FLUX.
I discussed with some in the Godot team and we agreed that it's cool if I continue to develop my fork and then in my own time I can try to get in some PRs. So that's the plan:
1. I'll continue to push things in my own fork for webgpu/ nanite/ SDFGI/ HDGI/ HDDAGI improvements and more
2. then over time I'll get some PRs in to Godot mainline
This is the best of both worlds.
I'm planning on increasing performance, adding more features, more tests, more stability.
The next big announcement for this fork will come next week. This will be a release that people can try easily without downloading the engine..
Buckle up because both this Godot fork is not stopping! ๐
@ni5arga@cbseindia29 good morning CBSE, you said you used scanners to scan these copies,
now since the copies are out to the public view, do you mind explaining
which copies when scanned through a scanner, have a drop shadow? and these 3 folds?
did you really use scanners?
Lets Snow Plow racing in Alpine map in #racernaut. Implemented lot of new features including overlay debugger to enable/disable features in #godot
gearing towards finishing up the initial set of worlds and polishing the game screen UI atm.
Also been experimenting with gameplay power-ups ๐ฎ
- Nitro boosters for those "oh god why am I going this fast" moments ๐งฒ
- Magnets that vacuum up collectibles around you ๐ก๏ธ
- Shields that let you plow straight through obstacles
It's so much fun I keep "testing" way longer than I need to.
And the pipeline is already filling up ๐
๐ฉ Steampunk London โ fog, gears, and brass
๐ค Wild West โ dusty canyons and runaway stagecoaches
๐ Cyberpunk City โ neon, rain, and questionable life choices
More worlds cooking. Stay tuned ๐ ๏ธ
Been heads-down at work after the #vibejam submissions, so couldn't spend as much time into #racernaut โ but that doesn't mean it's the end of the road ๐
I feel this top down view looks quite good on the mobile.. So quietly porting it to #godot as a cross platform mobile game, and honestly? Super smooth ride. Already had a working #WebGL implementation, and #claude does a fantastic job translating it over to Godot.
Genuinely impressed with how clean the conversion has been.
First up โ ๐๏ธ Ancient Rome. Race past crumbling colosseums and marble columns. Dust, chariots, and the ghosts of empire.
โฉ๏ธ Edo Japan
Cruise through cherry blossoms and lantern-lit villages. Pick your ride โ a creaky ox cart hauling goods down the road, or a samurai galloping full tilt on horseback.
Also running live on iPhone. The #Godot port is holding up beautifully on mobile.
I almost never share AI generated videos.
As someone who studied film, most viral AI videos make me cringe. They look impressive on the surface but they're hollow. No story structure. No character motivation. No comedic timing. Just pretty visuals with a generic cinematic soundtrack slapped on top and people in the comments losing their minds over rendering quality.
The bar has been on the floor. "AI made this" became the entire value proposition. Nobody asks if it's actually good as a piece of video content.
This one is different.
47 seconds. Three pigeons arguing over a button. The comedic timing actually lands. The voice acting has real intonation, not that flat AI monotone. The camera POV sets up a reveal that pays off. There's a setup, escalation, and a punchline that genuinely caught me off guard.
It's the first AI video I've seen where I forgot it was AI generated and just laughed.
That's the standard. Not "look what AI can do." But "this is actually good and it was made with AI." There's a massive difference between the two and most creators haven't figured that out yet.
Sincitium is finally here.
We are pleased to present our latest piece: a concept trailer created specifically for the @runwayml Big Pitch Contest. For this project, we wanted to explore a completely different aesthetic from our usual studio style, and this film is the result of that experimentation.
We hope you enjoy it as much as we enjoyed the creative process.
Produced by: Contanimation
Directed by: Javier De La Chica and Guillermo Miranda Art Direction: Javier De La Chica
Editing: Guillermo Miranda
Voices: Juan Rabadรกn
#runwaybigpitchcontest
@felacalana Thanks. Right, death happens in 2 ways
1. You hit a moving vehicle
2. There is a death ray behind the player always closing in but bit slowly. So you take a wrong turn, you might face the ray and die
Shipped #Racernaut for #vibejam yesterday. fps tanked from ~40 to ~17 after 30 seconds of play. spent last night profiling and got it to a steady 60 to 70 fps.
Heres what I learned. #threejs#r3f
1. First move: built an in-game fps panel. fps, frame time, mesh count, geometries, textures,draw calls, etc.
without that you're guessing. immediately saw which counts kept growing as the fps fell.
I already have a detailed debug panel, to turn on/off all the features, meshes, properties, styles, render algorithms, now I can see performance metrics against each of these feature on/off. Its super easy to pin point whats causing it once I have this.
2. Added what's called frustum-based LOD.
A "frustum" is the camera's pyramid-shaped view of the world -- everything inside it is what the player can see, everything outside is offscreen.
Every ~150ms i check each city chunk: is its bounding box inside the frustum? if yes, render the detailed buildings. if not, swap in cheap colored boxes.
The camera spends most frames looking at maybe 4-5 chunks. all the others got to be lazy
3. Small problem: chunks at the edge of the camera view kept popping in and out -- detailed,simple, detailed, simple. flickery.
Fix: give the test a little wiggle room. a chunk has to be solidly out of view before it downgrades.
4. Also realized i was rendering too far ahead and behind the player.
8 rows ahead? player can barely see 4 before the distance haze. 4 rows BEHIND? chase camera literally points away from them.
cut both. instant win.
5. Ambient occlusion (those soft shadows in corners) looked nice but cost me ~30 fps.
Decided it wasn't worth it for a fast-moving driving game. turned it off by default. Its still there but turned off for now till I figure out how to fix it
6. Biggest surprise: shadows.
I assumed shadows only got drawn for visible objects. they don't. the sun has its own "view" of the world, and EVERY shadow-casting building inside it gets re-rendered every frame.
shrunk that view + the shadow map. half the cost.
End result: ~17 fps -> steady ~70 mid-game. no huge rewrites.
just learning to ask "is this work actually showing up on screen?" over and over.
If you're starting out like me: build the stats panel first. you can't fix what you can't see.
play it -> https://t.co/aFl3Zz41hv
Just shipped Racernaut for #vibejam.
Race a car through an endlessly streaming, procedurally generated city where every junction is a split-second bet on which turn keeps you alive.
Built with three.js + Claude + Codex.
https://t.co/YiEqIK8PcK
#vibejam#threejs [contd]
๐งโ๐ Day 26 of the @cursor_ai#vibejam
Proudly sponsored by @cursor_ai + @boltdotnew + @heyglif + @tripoai
Prizes to win (submit your vibe coded game before May 1!)
๐ $25,000
๐ฅ $10,000
๐ฅ $5,000
๐จ ONLY 2 DAYS LEFT! ๐คฏ๐คฏ๐คฏ๐คฏ๐คฏ๐คฏ๐คฏ๐คฏ๐คฏ
My favorite games from today:
๐ฅท Vibe Rush by @woocassh
๐ณ Hollowlands by @andreeliasdev
๐ Racernaut by @rameshvel
๐บ Blockzilla @markfersh
๐ Mini stats:
469 games submitted
139,417 players
11,480,590 views
Reply in this thread with updates on your current games to share your progress, and add tag #vibejam so I see and can include you in the daily tweet
Wanna to participate? You can still start now and submit your game any time before May 1! (we started April 1 btw)
There's now $40,000 in prizes for you to win, see threads below for more info. The Gold prize is $25,000, silver is $10,000 and bronze is $5,000!
Made some silly games years ago, but I'm nowhere near a real game dev. Always had ideas -- AAA tools always intimidated me.
AI coding tools changed that. A bit of experience + a wild imagination, and you can build anything now.
Two weeks on and off. Love what came out