Honestly, there's already a lot of economic uncertainty in game dev already, and suddenly a magic "I can do your job" machine shows up.
A lot of the game devs I know personally who have "gotten mad" at AI are worried about how they're going to pay their mortgages.
I know people who have been out of work since last year, people whose contract backlogs are empty, people who see their companies halting hiring, people who are afraid they'll have to lay off their junior staff to stay competitive, and some new Uber drivers.
I don't know any of these supposedly "mad" devs who are angry that you can make a game now. But I do know a lot who have kids, families, obligations, and specialties whose futures look uncertain.
I'm struggling to believe anybody doesn't get that.
A lot of the game devs I know personally who have "gotten mad" at AI are worried about how they're going to pay their mortgages.
I know people who have been out of work since last year, people whose contract backlogs are empty, people who see their companies halting hiring, people who are afraid they'll have to lay off their junior staff to stay competitive, and some new Uber drivers.
I don't know any of these supposedly "mad" devs who are angry that you can make a game now. But I do know a lot who have kids, families, obligations, and specialties whose futures look uncertain.
I'm struggling to believe anybody doesn't get that.
Game devs, instead of getting mad that AI can do things you spent years learning, imagine what you could build with all that experience AND AI.
We have the opportunity to make games that were never possible before. Why aren't we more excited about that?
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Simon retweeted
I have always dreamed of a racing game that plays only classical music while letting me drift and race as fast as possible. There is something magical about classical music and driving. It is so relaxing.
Endurance racing is in production. It reuses some of the logic from many different light modes and classical music. I'm creating the missions and the overall gameplay. But driving feels great already.
It will be available to play for free at @FoundPlayio. BTW, you can see all my games there: foundplay.io/creators/ander…
#threejs #gamedev
Endurance racing is in production. It reuses some of the logic from many different light modes and classical music. I'm creating the missions and the overall gameplay. But driving feels great already.
It will be available to play for free at @FoundPlayio. BTW, you can see all my games there: foundplay.io/creators/ander…
#threejs #gamedev
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So I asked broadly for advice from users on how to better use my agents, got some solid advice.
Was loudly informed it was a skill issue (... uhh yes? I mean, I did ask for help).
Gotta start with the best model, can't use last week's one, it's literally useless. Gotta be careful, next week, this week's one will be trash. Don't wanna use trash, it's trash. Except other models are fine, skill issue bro. It's best to be realllll specific, get it to grill you, write lots of docs, plan the entire thing, but also just let AI do its thing, don't get in its way, except do, take over and write the code yourself, or at least read the code carefully, but don't, left alone, they can do magic.
Gotta say, I wouldn't have thought of this. I will endeavour to follow this advice. Simultaneously.
In all seriousness, it's a little funny the spectrum of replies, points to how early we are in this whole AI thing, and how much variation there is in people's experiences. Thanks to everyone who offered thoughtful advice. I'll be trying some ideas out.
Was loudly informed it was a skill issue (... uhh yes? I mean, I did ask for help).
Gotta start with the best model, can't use last week's one, it's literally useless. Gotta be careful, next week, this week's one will be trash. Don't wanna use trash, it's trash. Except other models are fine, skill issue bro. It's best to be realllll specific, get it to grill you, write lots of docs, plan the entire thing, but also just let AI do its thing, don't get in its way, except do, take over and write the code yourself, or at least read the code carefully, but don't, left alone, they can do magic.
Gotta say, I wouldn't have thought of this. I will endeavour to follow this advice. Simultaneously.
In all seriousness, it's a little funny the spectrum of replies, points to how early we are in this whole AI thing, and how much variation there is in people's experiences. Thanks to everyone who offered thoughtful advice. I'll be trying some ideas out.
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Gotta admit I'm still trying to get the hang of building with AI. It's amazing at creating showcase stuff.
"Make me a terrain."
<makes a nice terrain>
"Make me a game about foo."
<makes a game about foo>
But iterating on something with an actual idea in mind? It trips over itself non-stop. Implements one feature by destroying 3 others, etc...
I've been trying to rein it in torwards making an actual "game" and not just a demo, and I'm literally just spelling out all the systems it's supposed to make.
me: "Did you using the loading API we made?"
ai: *thinks* Nope, sorry. My bad. Even though I said I used it, I only actually used it in one case, hard-coded random loads in 4 others, and literally compiled the assets into the executable in these other cases.
me: wtf
Am I doing this wrong, or is that anyone else's experience?
"Make me a terrain."
<makes a nice terrain>
"Make me a game about foo."
<makes a game about foo>
But iterating on something with an actual idea in mind? It trips over itself non-stop. Implements one feature by destroying 3 others, etc...
I've been trying to rein it in torwards making an actual "game" and not just a demo, and I'm literally just spelling out all the systems it's supposed to make.
me: "Did you using the loading API we made?"
ai: *thinks* Nope, sorry. My bad. Even though I said I used it, I only actually used it in one case, hard-coded random loads in 4 others, and literally compiled the assets into the executable in these other cases.
me: wtf
Am I doing this wrong, or is that anyone else's experience?
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Simon retweeted
Radiance Cascades: A fresh method to achieve highly realistic lighting in games.
youtube.com/watch?v=3so7xd…
#gamedev #gamedevelopment #indiedev
youtube.com/watch?v=3so7xd…
#gamedev #gamedevelopment #indiedev
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I thought I was being overly paranoid at first, running things in a container.
Opus 5.5 just deleted my entire fucking C drive.
Thank GOD I have daily backups running to my Synology NAS, but holy fucking shit. This is insane. If I didn't have these backups running I'd be thoroughly fucking devastated.
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Whether or not they decompiled it or just pointed an AI at screenshots and said "go" is somewhat irrelevant to my point.
This is what I was talking about in my last video: what value will things have when a "Temu" version can emerge seemingly overnight? This repo is what, a week old?
@dangreenheck already mentioned this in a previous post: a lot of people just want "good enough".
And coding agents at roughly this level have been around for, what, maybe a month or two? Things are going to get weird.
This is what I was talking about in my last video: what value will things have when a "Temu" version can emerge seemingly overnight? This repo is what, a week old?
@dangreenheck already mentioned this in a previous post: a lot of people just want "good enough".
And coding agents at roughly this level have been around for, what, maybe a month or two? Things are going to get weird.
This is the doom I predicted a few days ago, coming for Photoshop. A clean-room open-source reimplementation.
No prizes for guessing that they decompiled Photoshop to source code, processed that to some kind of non-code specification language, then fed the spec to an LLM with an instruction to generate Rust.
Adobe just got nuked. And closed source is dead, dead, dead.
github.com/storytold/phot…
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Simon retweeted
Who's ready to melt their GPU?! 🙋🏻♂️
Three.js Fire Pro is now available as an open-source package!
Create effects using the built-in editor, export your configuration and load into your scene.
Try it out👇🏻
dgreenheck.github.io/threejs-fire-p…
See README for information on how to use
github.com/dgreenheck/thr…
Three.js Fire Pro is now available as an open-source package!
Create effects using the built-in editor, export your configuration and load into your scene.
Try it out👇🏻
dgreenheck.github.io/threejs-fire-p…
See README for information on how to use
github.com/dgreenheck/thr…
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Had a banked reset for Oct 5, went to use it this afternoon, and *poof* it's gone.
Sucks how they expire mid-day with no warning whatsoever.
Needed that reset, I can't program on my own anymore. 🫠
@thsottiaux
Sucks how they expire mid-day with no warning whatsoever.
Needed that reset, I can't program on my own anymore. 🫠
@thsottiaux
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Woah this is pretty
Since everyone is doing something with water, I spent a few nights working with Claude and @threejs
My dream now is to add a duck to it 🦆
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Simon retweeted
🏮✨ Lantern Valley is in production.
Made for the child who still lives inside all of us. 🧡
You are Tina, a young apprentice knight. Twelve Sparks are hidden across the valley. Your quest is to relight the Great Lanterns in every village and return the flame to the Great ight of a Thousand Lights. 🕯️
Along the way, you can:
🎣 fish with Sailor Tito
🌱 plant and harvest with Mrs. Wheat
🐑 look after the little farm animals
🌙 nap on a bench and wake up to a grown garden
Windswept grass, autumn leaves, purple shadows, a river glittering in the sun, day melting into night. All of it made to feel like a hug in game form. 🍂
No rush, no pressure. Just you, the valley, and a lantern in your hand.
👉 Early access opens soon. Subscribe to the newsletter on my website to be the first to know and light a lantern with us: andersonmancini.dev
#cozygames #indiegame #gamedev #threejs #webgpu
Made for the child who still lives inside all of us. 🧡
You are Tina, a young apprentice knight. Twelve Sparks are hidden across the valley. Your quest is to relight the Great Lanterns in every village and return the flame to the Great ight of a Thousand Lights. 🕯️
Along the way, you can:
🎣 fish with Sailor Tito
🌱 plant and harvest with Mrs. Wheat
🐑 look after the little farm animals
🌙 nap on a bench and wake up to a grown garden
Windswept grass, autumn leaves, purple shadows, a river glittering in the sun, day melting into night. All of it made to feel like a hug in game form. 🍂
No rush, no pressure. Just you, the valley, and a lantern in your hand.
👉 Early access opens soon. Subscribe to the newsletter on my website to be the first to know and light a lantern with us: andersonmancini.dev
#cozygames #indiegame #gamedev #threejs #webgpu
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Simon retweeted
I promised something cool this week. Time to deliver! 🚀
Meet Three.js Particle Fluids—a WebGPU-based library for simulating fluids, rigid/soft bodies, cloth, and gases.
Live demo 👉🏻 dgreenheck.github.io/threejs-partic…
Source Code 👉🏻 github.com/dgreenheck/thr…
What makes PBFs so special?
s represented as particles, you can have fluids, soft-bodies and cloth in a single scene and they all collide and interact with each other.
This let's you create some really cool effects that are difficult to do with other methods:
- You can squirt water at a cloth and it will push back
- Cloth drapes around objects
- Soft bodies can float or mix into fluids
You can easily tune performance across devices by modifying particle counts.
I spent quite a few hours building and researching this a few months ago but it never really reached a level of quality I was happy with releasing.
Fast-forward to today, I was able to leverage Opus 5.5 to get the library to a more complete state.
Excited to see what people build with this!
Meet Three.js Particle Fluids—a WebGPU-based library for simulating fluids, rigid/soft bodies, cloth, and gases.
Live demo 👉🏻 dgreenheck.github.io/threejs-partic…
Source Code 👉🏻 github.com/dgreenheck/thr…
What makes PBFs so special?
s represented as particles, you can have fluids, soft-bodies and cloth in a single scene and they all collide and interact with each other.
This let's you create some really cool effects that are difficult to do with other methods:
- You can squirt water at a cloth and it will push back
- Cloth drapes around objects
- Soft bodies can float or mix into fluids
You can easily tune performance across devices by modifying particle counts.
I spent quite a few hours building and researching this a few months ago but it never really reached a level of quality I was happy with releasing.
Fast-forward to today, I was able to leverage Opus 5.5 to get the library to a more complete state.
Excited to see what people build with this!
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For those interested, here's a breakdown of my little Three.js Halloween scene. This was a little fun project I had family members involved, getting feedback on how it should look, etc...
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The highlight here is a little outline shader, blurred, and uses depth to keep the glow from bleeding through objects in front. This is composited into the scene with bloom.
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I think in the near future, AI will handle much of the implementation. But if you lack the "vocabulary" to adequately express what you want, you're stuck with copying or random iteration.
Making something "cool" is different from making what you envisioned.
You need to have the language to describe the thing you want, and that language right now is gamedev.
Making something "cool" is different from making what you envisioned.
You need to have the language to describe the thing you want, and that language right now is gamedev.
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