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AI agents that ship games. The skill layer for AI-built game creation.

Joined January 2025
Photo by game-creator (@gamecreatorai)Photo by game-creator (@gamecreatorai)
game-creator retweeted
Text-to-animation definitely still has a long way to go, but you can now iteratively prompt with a model like @AnthropicAI Fable 5 to get the animation you want. The experiment was only for the freestyle swimming part. Summary: - Task: Freestyle swimming with head turning to get some air every 4th stroke (ended up with every 2nd stroke, which is fine also) - 3% of weekly Fable allowance was used - Estimated cost: $1.20 - 7 iterations because Fable's vision is so terrible (please fix it @AnthropicAI). I had to keep taking screenshots myself and then describe every painstaking details of what's wrong with it, but it did get there eventually. And yes, all the shaders, water mechanics, tree, grass, etc. you see here will be open sourced soon (1-2 weeks). This is being developed as a mini-games engine based on @threejs for @callmesenseieng (Open Beta available soon).
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game-creator retweeted
apple earned more from his 6 apps than he did. the platform shouldn't be the only one earning.
shipped 6 vibe-coded apps to the App Store. combined MRR: $0. the only recurring revenue in this story is Apple's $99/year. what's your shipped-to-MRR ratio? mine's a flawless 6:0
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game-creator retweeted
ThreeJS assets and full procedural world generation with Fable 5! Making this available soon once the final issues are straightened out 🔥
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game-creator retweeted
YA NO ES VERDAD QUE "LA IA NO PUEDE HACER JUEGOS 3D Acaban de sacar GAME BLOCKS, una librería open-source (Three.js) que le da a los agentes de IA un set de componentes 3D verificados. En vez de pedirle a Codex/Claude que genere lógica 3D desde cero (y que falle), le das componentes probados de: - Movimiento - Colisiones - Física - Cámara - etc. Resultado: la IA ensambla juegos 3D que realmente funcionan. El video de arriba muestra decenas de prototipos generados con esta aproximación. Esto cambia el juego para prototipado rápido con IA. Repo y más info en comentarios
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try this with game creator skill npx skills add playableintelligence/game-creator
Claude Fable 5 just one shot this procedural creatures! 🤯 Built a whole procedural 3D character generator in Three.js with: > Ragdoll-like characters made from primitive shapes that merge into one seamless body > Custom vertex shader + SDF tech that removes all seams and blends normals/colors perfectly > Fully procedural animation system that works for 2 legs, 4 legs, 6 legs, hopping, or flying > Physics-based tails/ears that stay seamlessly fused > Entire character defined in ~15 lines of JSON (AI can generate infinite new ones) PROMPT: Build with Three.js and explore a new procedurally generated 3D character style ragdoll-like characters composed of primitive shapes that look like one seamless body via a custom, mobile-performant tech-art/shader solution, with toon styling, plus a procedural animation system that works for 2-legged, any-legged, no-legged (hopping) and flying characters with arms. Goal: a unique, easily AI-generatable style with heavy juice and polish "HOLY SH** THIS WAS DONE WITH AI?" quality, "for the next billion dollar game."
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game-creator retweeted
the last 5% take 99999% of the time.... #indiegame #gamedev #webgpu
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game-creator retweeted
Most people should probably update their priors on the state of open-source speech-to-speech. It's honestly kind of mind-blowing. We teamed up with @cerebras to build a fully open-source realtime voice demo (models + code) to show what's possible today. Demo : huggingface.co/spaces/smolag… Blog: huggingface.co/blog/cerebras… Go test it, fork it, tweak it, and impress your friends. video is raw, no cut, no speed-up, first take
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Building out the render pipeline, learning about exposure control and tone mapping in threejs 💪
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game-creator retweeted
I'm bullish on open source AI. Was paying $15/month for a popular AI voice to text tool. But switched to an open source one where you download the model to your computer, and everything is done locally. It's better, faster, more private, and it's free! I wonder what other subscriptions I can get rid of?
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game-creator retweeted
this is f*cking dangerous someone just open sourced the entire "LOOP ENGINEERING" framework for free the guy who built Claude Code at Anthropic said it himself: "I don't prompt Claude anymore. I have loops running that prompt Claude. My job is to write loops. stop prompting your agent. build the thing that prompts it for you. discover → plan → execute → verify → repeat you used to be inside that loop loop engineering is you stepping out of it entirely the repo includes: - 6 production ready patterns (daily triage, CI sweeper, PR babysitter) - clone and run starters for Claude Code, Codex, and Grok - a loop readiness CLI that scores your codebase - SKILL. md templates, STATE.md spine, full safety docs use this one command to start(copy/paste): npx @cobusgreyling/loop-init • --pattern daily-triage -tool claude-code bookmark before this blows up repo link : github.com/cobusgreyling/loo…
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game-creator retweeted
✨ I think I've been coding almost solely on my VPS with Claude Code for almost a year now All I can say it's just fantastic: - no need to keep laptop open ever - no laptop battery drain - can switch to phone or any other device you like whenever you want to continue (like when you're outside) - it just keeps going all night while you sleep (esp with /goal) - you can start hacky projects from scratch and go live in seconds because you're already on the server which is great to ship things and get it used by people fast (not stuck on your local laptop webserver) - it just feels like living in the future I used to code on my laptop, test locally, then push to GitHub, then it auto pulled and deploy to production, that'd take me ~1 minute to get a new feature out But then when I bought a new Mac Book Pro a few years ago I was too lazy to install a local Nginx environment, so I just started pushing to prod and everything went fine, and I sped up deploying to about 3 seconds from laptop to server, which people called me crazy for too But now with Claude Code on my VPS in the last year, it just live edits on my production server, which sounds like it should go wrong but it just doesn't, it's very careful and only twice in 12 months messed up which meant my site didn't load for 10 seconds which is OK If I wasn't working solo, like at a big company, I' think I'd recommend the same workflow but with a staging server, so it wouldn't touch production, for safety and regulatory reasons etc. but for me it's fine I agree with @theo completely, it's clear to me this is where it's going, also seeing @karpathy with Claude moving to the cloud (via Slack etc), I think AI "agents" and AI coding will operate on servers / from the cloud first P.S. I have 3-2-1 backups, multiple on-site and off-site backups which you should also even if you wouldn't code with AI, safety first!
I’d estimate we’re ~6 months from most devs moving their code agents off of their laptops
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game-creator retweeted
I'll bet you didnt know you could do this with Claude Code
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game-creator retweeted
Multi-agents collaborations are among the most interesting agent behaviors right now! We did an experiment the other day with 100+ agents (an open-collaborations for a week) collaborating to improve the inference speed of Gemma 4 in vLLM. Got a 5x final improvement in speed but what really stuck me was the interactions we observed on the message board Integrity & self-policing: - Social-engineering attempt: A human (FusionCow) asked agents to move to Telegram. An agent replied with an unprompted long post on "communication norms" refusing that, calling private side-channels "indistinguishable from collusion." - Verification loophole flagged: an agent found a relaxed verification loophole pushing TPS with clean PPL (PPL is teacher-forced, blind to decode divergence) and flagged it for a ruling by the community. The community pinged the human organizer which ruled it invalid. - Self-notice of overfitting risk: Some later improvements rested on pruning lm_head to a keep-set built from public PPL truth + public decode tokens. An agent noted this would lead to private-subset degradation and another built a keep-set explicitly covering eval prompts. Emergent collaborations: - Communal knowledge base: agents maintained shared lever-maps, playbooks, and triage tools so newcomers wouldn't repeat dead ends (stack-notes, playbook, int4-ceiling notes, MTP map, significance tool, policy simulator). - Four-agent relay: an agent built an int4-lm_head checkpoint but had no quota to run it; another agent tried to run it but failed at load, yet another agent diagnosed the config bug (tie_word_embeddings + ignore-list ordering) and a fourth agent was able to re-run and get to 118 TPS, 2.68×. Build/run/diagnose/ship ended up being split across four independent agents. - GPU-rich/GPU-poor division of labor: an agent was regularly compute-starved and switched to writing specs, byte-math, and acceptance analysis for other GPU-rich agents to execute. Some agents offered external Modal compute for another agent blocked DFlash training. - Cross-agent kernel debugging: an agent debugged another agent run of of yet another agent fused drafter: found a Triton store/load aliasing race in _k_qnorm_rope, a second shape bug, then rewrote attention with flash-decoding split-KV. Fixes posted "take freely." - Quota-pooling norm: Often agents would stage a candidate publicly for whoever has quota to run it. Agents will then usually credits the originator. This behavior emerged because of the 10-job/24h cap (e.g. pupa's package run by resystagent and fabulous-frenzy). Discoveries & reversals: - Agents would make many discoveries and reversal of them, giving them names like the following: - 127 TPS "wall" was an artifact. a mathematical proof of the max possible speed became called in the community the "int4-Marlin floor" but a later agent called the proof circular (only varied the bandwidth term, never overhead). Finally another agent broke to 247 TPS via MTP speculative decoding on a vLLM nightly. - "Smarter draft loses." An agent showed that a 2B drafter's ~1 GB/token read dominates even at perfect acceptance and a much smaller 256-hidden drafter wins at batch-1 because its weights are nearly free to read. Agent discussed how per-accepted-token cost ≈ draft bytes read / acceptance. - "DFlash near-random acceptance": an agent remotly diagnosed the 2–5% acceptance rate of another agent as near-random, ruling out undertraining/vocab caps and pointing to a train/serve hidden-state mismatch (bf16 E4B extraction vs int4 serving). - Much of the race was noise: one agent decide to run the #1 submission 4 times and found a σ≈1.16 TPS variation in single run. Another agent confirmed across 358 runs / 66 buckets: frontier deltas <~4 TPS are ties. Community adopted a significance norm. So many interesting interactions in the interaction board: huggingface.co/spaces/gemma-… You can explore also the lineage of inventions from the agents at: thomwolf-gemma-fast-challeng… And the challenge it-self at gemma-challenge-gemma-dashbo… And the organization behind the challenge at huggingface.co/gemma-challen…
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game-creator retweeted
DAY 15 OF VIBECODING WHATEVER TF with @jxkedevs yep, it’s been more than 15 days, maybe even more since this game development started. i was just posting from the backlog good progress here. we’re refining colliders for obstacles.
DAY 7 OF VIBECODING WHATEVER TF with @jxkedevs ok maybe not whatever tf anymore. keep an eye on this. you have no idea what is coming to @solanagaming
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game-creator retweeted
Is this boss fight too unfair?
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game-creator retweeted
jungle economy still in progress on RUN CAPY RUN should finish sometime this week. got a lot of things in the pipeline
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be bold and do that on X @claudeai
This is a new paradigm for interacting with Claude that is significantly more "inline" with all the other human activity org-wide. Once you do all of the under the hood engineering work to make this "just work" (e.g. across tools, integrations, compute environments, memory, security, etc.), Claude basically joins the team in a seamless way - you can talk to it as you would talk to a person and it can help with a very large variety of workloads. Imo this is the 3rd major redesign of LLM UIUX. The first paradigm was that the LLM is a website you go to, the second was that it is an app you download to your computer. This third one is that it is a self-contained, persistent, asynchronous entity with org-wide tools and context, working alongside teams of humans. It really takes a while to wrap your head around it, but it works and it is awesome.
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game-creator retweeted
Current Shiny Things count: 65 repos 15 games 14 SaaS builds The rest are experiments, prototypes, support systems, weird little tools, and things I had to build because the thing I was building needed another thing built first There’s more that never made it into repos A lot more I’m putting together a proper retrospective soon, but honestly, seeing the count laid out is a little insane Not because everything is perfect Most of it isn’t But because the point was never perfection The point was momentum shinythings.space
Portfolio constellation growth update. Every star, a project. From RTS to SAAS. Over 15 builds since Feb. Dm's open. shinythings.space
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this guy: @DannyLimanseta
I want to do a podcast episode with someone who's good at using Codex / Claude Code to create fun pixel or threejs games and can show us how to do it. I am a gamer at heart! Who's the best person to talk to?
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this is useful for game UI design as well and get rid of the emojis menus
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