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Sure is fun building sick jumps out of microvoxels aka Virtual Matter™! 🚗
Basically Minecraft for Grownups. 🧱⚒
Try making your own persistent world today for free: atomontage.com/make
The cutout click
Our angel investor Cliff Bleszinski joined the Pumpkin Party jam and helped make it better.
Play: pumpkin.virtualmatter.games
#Halloween #VirtualMatter
Carving pumpkins together
Our angel investor Cliff Bleszinski joined the Pumpkin Party jam and helped make it better.
Play: pumpkin.virtualmatter.games
#Halloween #VirtualMatter
We made Pumpkin Party in about a day with Virtual Matter. All prompts, no code touched. 🎃
Then @therealcliffyb joined us and made it better.
Play and mod it further within seconds on your phone, link in replies
Out-of-this-world experiences with Virtual Matter. Mind-bending shaders, often one prompt away.
Try it on your phone. No install or sign-up. Link in replies.
Dithering effect credit: Lucas Pope and Rune Skovbo Johansen.
taste cubes to get the dithering shader
dreamlog.virtualmatter.games
voxel building in there by the amazing @MadMaraca !
One prompt added an ASCII shader to Dreamlog. Now it's even trippier.
Edit in your browser and preview the full look at a solid 60fps with Virtual Matter. Our new renderer launches this week.
virtualmatter.dev
Cel-shaded microvoxels in a couple of prompts. Not polygons.
Just ask the built-in agent. Our entirely new renderer is rolling out now in Virtual Matter.
What look would you try?
virtualmatter.dev
Atomontage retweeted
Somebody took the based pill.
Replying to @KenneyNL
This is bullshit, Kenney. I’m the same tech tree following optimist who moved from C to C++, from 2D to 3D, and from closed source to open source. I run a company. I write code. I contribute to published papers. I’ve upped my expectations of AI. Up yours!
Atomontage retweeted
Replying to @MattiaMerenda2
People just entering a field now should get awesome at making stuff in that field with AI. It's an entirely new skill, and can offset one's relative inexperience with the core knowledge of the field. The teams of the future will employ people who are great in each area.
Atomontage retweeted
Sneak peek for you all: MASSIVE update rolling out now with entirely new renderer written from scratch, 4x more performant on some platforms - esp. Macs in the browser.
Link in the thread to the live starter experience.
No install - no signup - no friction
Generated cannon as separate voxel parts, solid all the way through. Each part gets its own material: soon metal melts, wood burns, and a game knows how much of each a cannon takes to build. Polygons are just a surface. virtualmatter.ai #VirtualMatter
Atomontage retweeted
Tripo has raised the bar in output quality by a huge leap, making Loop truly useful for game development. These folks are on top of it.
The Tripo API is now integrated with @unbound_io.
Bring Tripo P2's clean, editable quad topology directly into a real-time sculpting loop. Edit live 3D geometry and export production-ready assets instantly. No endless cleanup or Blender skills needed.
Generated with Tripo. Sculpted in real-time with Unbound.
Getting shaders from ShaderToy into a Virtual Matter world in one shot: youtu.be/p32OB9rKfkI
We are incredibly fortunate to have legends like Hilmar backing us both with capital but more importantly with these kinds of insights about what the heck we're all doing with these computers.
This could not be more aligned with what we're launching at VirtualMatter.dev
At @FenrisCreations, we believe virtual worlds can help us explore economies, societies and increasingly complex forms of intelligence.
Today, @GoogleDeepMind looks back at 15 years of AI research in games and where our partnership could take us next.
Now imagine this with persistent tire tracks, bullet holes and wrecks littering the scene, multiplayer in a mobile browser, within seconds of clicking a link. You can build it today: virtualmatter.dev
What the hell. This looks like someone decided to build Mad Max in Three.js and gave Claude the keys. The atmosphere, vehicles, dust, lighting and overall wasteland vibe are already ridiculously convincing.
AI game development is moving from “look, it generated a little demo” to “wait… I’d actually play this.” Claude remains absurdly good at this kind of visual development.
when you give the agent access to ALL the shaders of your microvoxel world, things can get pretty trippy.
see for yourself (no signup or install, works on mobile):
virtualmatter.ai/edit/trippy…
and make a world of your own: virtualmatter.ai



















