Treasure Efe (@treasureimpact) header
Treasure Efe (@treasureimpact) profile picture

Introverted Polymath | 3D Animator | Illustrator | Hobbyist Game Dev Most active on IG - https://nitter.cf/t.co/CjkltOd4T1

Joined November 2019
Photo by Treasure Efe (@treasureimpact)Photo by Treasure Efe (@treasureimpact)Photo by Treasure Efe (@treasureimpact)Photo by Treasure Efe (@treasureimpact)Photo by Treasure Efe (@treasureimpact)Photo by Treasure Efe (@treasureimpact)Photo by Treasure Efe (@treasureimpact)Photo by Treasure Efe (@treasureimpact)Photo by Treasure Efe (@treasureimpact)Photo by Treasure Efe (@treasureimpact)
The final project😁. Animated in #Blender3d. Rendered in Cycles #b3d
Blocking out a scene in Blender
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Treasure Efe retweeted
Exercice de pensée : Demain vous vous réveillez dirigeant d’un petit pays d’Afrique occidentale. Le revenu moyen mensuel est de 120 euros. Celui de la bourgeoisie locale de 350 euros. (Vrais ordres de grandeur.) Quelle est la meilleure façon d’améliorer la vie de vos concitoyens : 1. Taxer ceux qui gagnent 350 euros pour reverser à ceux qui gagnent 120. 2. Industrialiser le pays à marche forcée, attirer les investissements étrangers, construire des infrastructures, mieux former votre population, monter dans la chaîne de valeur produisant des biens plus sophistiqués. C’est à peu près pareil pour la France. Nous sommes déjà un des pays qui redistribue le plus et… nous continuons à nous appauvrir. Non pas que nous ne pouvons pas encore aider plus ceux qui en ont besoin. Mais nous arrivons à un stade où la stratégie 1 montre ses limites et quiconque a pour ambition de vraiment améliorer la vie quotidienne des Français doit se plonger dans la stratégie 2.
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BB judges the robert model #mechablazer #blondeblazer #dispatch
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Been working on a @Blender branch that will hopefully make riggers and animators alike very excited. If you don't get it, look up: Fast and Deep Facial Deformations at SIGGRAPH 2020 It's node november so it's a good time to announce this! #b3d #geometrynodes
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Filmento has given me a masters degree equivalent in storytelling thru his videos. I remember watching his Justice league video looking for an entertaining dunk on JL but halfway through the vid I stopped laughing and pulled out a notebook bcos of the solid writing lessons.
8 years apart. Still suffering.
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Treasure Efe retweeted
Motion matching in Godot. #godotengine #gamedev #animation
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Someone caught it live at Gamathon on Saturday🥳
Replying to @treasureimpact
I love the visual at Gamathon
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What was the best book you read in October?
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Blender Quick Tip #13: The Direct Origin Hack 🎯 Ever need to move an object's pivot point, but you hate the tedious multi-step process of snapping the 3D cursor first, and then navigating to Object > Set Origin > Origin to 3D Cursor? 🤔 Stop using the menus ❌ There is a much faster way While in Object Mode, just press Ctrl + Period (.) on your keyboard. This instantly activates the "Affect Only Origins" toggle. Now, you can use your standard Grab (G), Rotate (R), and Scale (S) shortcuts to manipulate the origin point directly, exactly as if it were a normal mesh object ✨ (Bonus: You can even turn on vertex snapping to instantly snap the origin precisely to a corner of your model! When you are done, just press Ctrl + Period (.) again to lock the origin back in place. This is an absolute game-changer for quickly prepping mechanical parts or fixing procedural geometry pivots💯) #b3d #BlenderTips #3DAnimation #WorkflowHacks #BlenderCommunity
Blender Quick Tip #12: The Ultimate Naming Hack (Ctrl + F2) 🗂 Ever look at your Outliner and realize you have 50 objects named "Cube.001" to "Cube.050" and your scene is a complete mess? 🤔 Don't double-click and rename them one by one ❌ Instead, select all the objects you want to organize, and press Ctrl + F2. This opens Blender's powerful Batch Rename menu. You can instantly find and replace text, add specific prefixes or suffixes, or completely rename and number every single selected object in one click ✨ (Bonus: This doesn't just work for meshes! You can use the exact same batch rename tool to quickly organize your materials, vertex groups, or the bones in a complex character rig. It is an absolute lifesaver for keeping your pipeline clean before exporting to other software 💯) #b3d #BlenderTips #3DAnimation #WorkflowHacks #BlenderCommunity
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I agree. Fun fact. Mass effect 3 was the first mass effect game I played bcos I stumbled on it at a software shop and bought immediately. It was a masterpiece. The problem wasn't the ending but its rushed execution. Same endings with better execution would've made them better.
Just replayed Mass Effect 2 and started 3. Three has far superior gameplay, it is not even close. And the story is better in most ways, too--if they hadn't fumbled the ending people would praise it as the best of the three, not ME2.
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Local models are slow bcos there is no incentive for tech companies to develop their models to be more efficient with less compute. Else they would've channeled resources to do it. Its a hard problem, but not impossible. Sadly, big tech prefers the exploitative token system.
I Agree with Sam Altman. First of all, local models are useless, they're dumb and slow You'll spend ~$1000 on 128 GB RAM to run a local model And you won't get anything done with it, dumb models at 8tps are useless A $20 subscription will get more things done And for 95% of the time, RAM is not being used so it's doing less work there compared to in a data centre where utility is more
Readers added context they thought people might want to know
Local models on suitable 128GB hardware often run at 30+ tokens/second and offer practical uses; 128GB DDR5 RAM kits currently start above $2200, not ~$1000. datahardware.ai/tools/benchmar… theramageddon.com/128gb-ddr5-ram…
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My biggest issue with the current form of AI is its business model. The current token business model lends itself too much to exploitation. I will never forgive OpenAI for launching a potentially revolutionary technology with such an insidious business model.
Have a feeling Anthropic removed the 5-hour limits because people would wait for them to reset than pay for extra usage. But without those limits, people keep using it, exhaust their weekly limits faster, and now have to wait days instead of hours, making them more likely to buy extra credits lol.
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Hey man @ChristianKorb, This was how that block out scene turned out😂😂. The shot starts at 0:15
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You rise to the level of your dreams. You fall to the level of your friends. Relationships and connections are important. Foster them.
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Treasure Efe retweeted
The problem with the Mass Effect series in general, as well as with Half-Life, is that the writers painted themselves into a corner with genre selection. They're both written as cosmic horror. Cosmic horror is a genre where the universe itself in inherently hostile, either literally or in effect because the antagonist is overpowered beyond hope of evening the scales. The reason that cosmic horror stories are unwinnable isn't story logic, it's genre convention. Think of Cthulhu. Cthulhu, as written in the stories, if you think about him logically, is kind of a wimp. He's just a big dude sleeping on the bottom of the ocean. The maximum extent of his toughness is that you can drive a steamship through him and he won't die. That's pretty formidable in 1927, but in 2027, or 2450, not so much. At least not from a logical standpoint. But to conclude this would be to miss the point. Cthulhu isn't an unbeatable menace because of what he can do. He's an unbeatable menace because the genre convention calls for the author to make him unbeatable. Cthulhu, in other words, is a Mary Sue. The very tropes of cosmic horror fiction demand that no matter what force is brought to oppose him, the author will always asspull some nonsense about how it doesn't work because of Thing I Just Made Up. The whole purpose of having a cosmic horror genre is to evoke that creepy feeling of overwhelming dread, wherein the monster can never be destroyed, only escaped, and often only temporarily. Which is why it's a great set up for a certain type of short story, but not so good for novels. Now, genres are for readers, not for writers. If I'm writing a Cthulhu story, I can always allow the humans of 2450 to utterly annihilate Cthulhu with 60 grams of antimatter. But the problem with this approach is exactly the same as the realization that allows it: genres are for readers. If you thwart the very same setup convention, the defining characteristic of the chaos monster that makes it unstoppable, you unwind the very thing that gave the story its dramatic tension in the first place. And this feels like a letdown. If Cthulhu wasn't so tough after all, then the stakes weren't so high after all. Everything unravels in a vague sense of letdown, which is exactly what we experienced at the end of Mass Effect 3. The genre of "heroic high-stakes video game plot" demands that the protagonist/player win in the end, and win big. The player's efforts must be rewarded with triumph, or the ending sucks. BioShock: Infinite, and Spec Ops: The Line both failed in precisely this way, and came off as pretentious crap with their "take that, player" endings. But the genre of cosmic horror demands that the foe be unbeatable. As we have already discussed. So if you make Mass Effect or Half-Life, you have to deliver a triumphant ending without actually destroying the threat. Now, this is not impossible with clever writing. I could think of several ways to do it in a series of novels. But novels are the efforts of one dude typing, and they come out when they're good and ready. In a video game, you have hit a deadline on a budget, and anything the writers write, the coders must code, and the artists must draw. So, unfortunately, Mass Effect and Half-Life were both doomed from first episode. Which is the real, underlying reason why one was completely badly, and the other not at all. We think fondly of the first episodes of these because they were very well executed, but also because that's where cosmic horror is strongest... in the setup. The payoff is a lot more difficult. And both creative teams couldn't deliver under the pressure of competing demands. If you're going to write cosmic horror, it's wise to know at the beginning exactly where you plan to end.
The problems with ME3 are there from the very first scene of the game but the ending is somehow even worse - "the Crucible" is incoherent slop - a way to somehow pull out an ending when the writers were painted into a corner by their own choice to even have the Reapers arrive at all The idea that somehow each cycle somehow stone soup-ed a super weapon is ridiculous - that's not how anything could possibly work - like writing a story one sentence at a time with different authors except it's not a story, it's some kind of machine and no one actually *knows what the machine is supposed to do* This could be the worst, most ridiculous idea in any serious science fiction
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Treasure Efe retweeted
GitHub is a goldmine for game developers. I found 10 insane repos that can help you build AAA-style games using Claude Code and Codex. Bookmark this for later: 1. Jolt Physics The physics library used in Horizon Forbidden West and Death Stranding 2. Add rigid bodies, collisions, and believable physical interactions to your game. github.com/jrouwe/JoltPhysic… 2. Terrain3D Build massive landscapes in Godot. Sculpt mountains, paint terrain, import heightmaps, and add foliage with multiple levels of detail. github.com/TokisanGames/Terr… 3. Material Maker Create procedural textures and paint directly onto 3D models. Build materials through visual nodes instead of making every texture from scratch. github.com/RodZill4/material… 4. Effekseer Create particle effects for explosions, magic spells, combat, and environments. Export them as 2D animations or integrate 3D effects into your engine. github.com/effekseer/Effekse… 5. Voxel Tools for Godot Build worlds players can dig through and destroy. Supports caves, tunnels, overhangs, and terrain that streams as players explore. github.com/Zylann/godot_voxe… 6. Recast Navigation Help enemies and NPCs navigate your levels. Generate navigation meshes, calculate paths, and simulate crowds with collision avoidance. github.com/recastnavigation/… 7. ozz-animation Load, play, and blend character animations. A performance-focused library for building smooth movement into your own engine. github.com/guillaumeblanc/oz… 8. The Forge Building a custom engine? Start with cross-platform graphics infrastructure, resource loading, and animation systems instead of writing everything yourself. github.com/ConfettiFX/The-Fo… 9. meshoptimizer Detailed models can crush performance. Optimize, simplify, and compress your meshes to make assets smaller and more efficient to render. github.com/zeux/meshoptimize… 10. FastNoise2 Build procedural terrain and texture generators. Combine noise patterns in a visual node editor, then load those setups into your game. github.com/Auburn/FastNoise2 Give Claude Code or Codex the relevant docs and ask it to help integrate the systems your project needs. What did I miss?
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Andromeda absolutely nailed their combat system. Would love to have seen how that game would've evolved with a better story.
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Oh boy. Wait till you play Watch Dogs 2. Try standing in one spot and observe the NPCs, you'll see alot of excellent NPC behaviors. Shame most players missed it because it won't trigger if you're driving/moving around too fast, you have to stop & observe them for it to trigger.
Playing Watch Dogs for the first time and I'm very surprised at just how alive the game feels with NPCs, there's a lot going on everywhere you go. While yes the game was a graphical disappointment after the E3 preview, the NPCs are miles ahead of GTA V.
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Oh now. Everyone is finally admitting it😂😂. Its not kinda it IS dogshit. Let's not mince words. The most wasted opportunity of the 21st century.
The GTAVI marketing is kinda dog shit.
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Super excited to announce that Fer Factor has been selected as one of the recipients of the Google Play Indie Games Fund in Africa! This is a big milestone for the studio and an exciting step forward for what we’re building. Thank you to everyone who has supported us ❤️
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