paddy

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paddy

@0xPD33

Esoteric schizo tech wizard. 🧙‍♂️ NixOS ❄️ | AI/ML | Game Dev | DeFi

cyberspace Katılım Mayıs 2023
1.1K Takip Edilen948 Takipçiler
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paddy
paddy@0xPD33·
I haven't written a single line of code in months. And yet, I was able to start building 4 large-scale games. 7 years in game dev. Here's what's actually different now. The projects, all side projects, all built with AI over the past few months: → Open world RPG prototype (GDScript/Godot) → Space sim in Godot-Rust (Rimworld × Starsector) → FPS in C + SDL3 → Life-sim engine in C + SDL3, think Sims 2/3 but ultra-scalable with planned LLM integration Here is what the leading models handled without issues: - Custom render pipelines on top of SDL - Shaders for everything I could describe or give references for - Procedural world and model generation (everything you see in the screenshots is procedural, no external assets) - Complex, interlocked gameplay systems Years of programming work condensed into weeks. The engine doesn't matter anymore. Godot and GDScript, Rust and Bevy, C and SDL/Raylib, Javascript and ThreeJS. Pick whatever fits. The models handle it. What actually matters is domain knowledge. 7 YOE meant I knew what to ask for, how to structure things, which patterns to reach for. That's the real multiplier. There are things these models still can't do well. I'll break down each project with the specific challenges and what I'm planning in future posts. But one thing is clear: the floor has shifted. If you can clearly describe your dream game, you can almost certainly start building it today. Fire up Claude or Codex and give it a shot. Any questions? Feel free to ask.
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Mav
Mav@XMRVoid·
I have joined the cult of grapheneOS
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paddy
paddy@0xPD33·
@HLS_dev love seeing the progress on this man, great job
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paddy
paddy@0xPD33·
there's nothing stopping you from downloading linux, setting up your compositor/DE of choice and get coding agents to slave away at building your perfect OS experience
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paddy
paddy@0xPD33·
feels good to feel my spark and drive coming back
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paddy
paddy@0xPD33·
what if your screen-time tracker ran entirely locally on your linux machine, knew the difference between ghostty and the claude or codex session running inside it, and only counted youtube when youtube actually had focus attn does. for niri + quickshell, written in rust. github.com/0xPD33/attn
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paddy
paddy@0xPD33·
i was looking for a way to have a little more overview over what my scattered coding agents in terminals were doing and found a solution that works for me.. running on an ESP32 based device i bought on aliexpress i literally didn't write a single LOC to get it working but here we are: it works pretty well
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paddy
paddy@0xPD33·
coming along nicely, still gotta work on improving the default list of things that get tracked and the tagging but it really provides some nice insights just feels comfy af to work on hyper personalized niche software for myself
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paddy@0xPD33

wrote a little quickshell widget for my niri config with the help of codex and claude that tracks the time i spend on different apps and domains trying to be more mindful of where i spend my attention again after almost burning out recently and just wrecking my dopamine with dumb activities will open source once its more stable

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Dan Greenheck
Dan Greenheck@dangreenheck·
Doing some early experimentation building a city sim with Rust + Bevy. My idea is to simulate everything at the level of the citizen (hunger, social, etc.) and then the overall city behavior will emerge from all the citizens going about their day and interacting. What you're looking at is citizens starting off asleep in their houses (the 10x10 grid), then waking up, eating and chilling in their living room before they head off to work (the other buildings). At the end of the work day, they earn money for every hour worked. Rent is due weekly. Up next is building out a transportation network so the citizens have to travel to work and walk between places. No idea if this idea will work but curious to see how it evolves!
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paddy
paddy@0xPD33·
man i love building CUDA locally so much
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paddy
paddy@0xPD33·
@0x45o fully local STT overlay app for my linux wayland setup. use it every day to transcribe instead of typing
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0x45
0x45@0x45o·
what is the coolest thing you built for yourself with ai?
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paddy
paddy@0xPD33·
@arctanno bromantane and modafinil i guess
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Arc
Arc@arctanno·
is there a retatrutide for wanting to do things
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paddy
paddy@0xPD33·
wrote a little quickshell widget for my niri config with the help of codex and claude that tracks the time i spend on different apps and domains trying to be more mindful of where i spend my attention again after almost burning out recently and just wrecking my dopamine with dumb activities will open source once its more stable
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Rhys
Rhys@RhysSullivan·
prompt engineering
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paddy
paddy@0xPD33·
@alightinastorm fck the haters, especially on reddit lmao. just keep doing ur thing king
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robot
robot@alightinastorm·
damn i just found out i was mentioned on reddit i don't get it, what do some people expect? i am building in hyper public, almost on every commit i'm recording a progress video and a devlog i set an insane goal of achieving AAA quality, which usually takes millions of $$ and huge teams 3 months in, i've achieved quite a lot and whenever i encounter a new problem space, i take a break from the game's development and develop a tool oss to make it happen, for everyone! Recap: First Demo: Figuring out as many problems as possible during "raw vibe coding" (cli/chat only) -> World modeling: Tested different AI harnesses for constrained modeling, from generative floorplans + extrusion to more sophisticated level editors with AI integrations -> Building character state machines is not a very good fit for code-only, as small changes require a lot of context for AIs, but may be solved with rewiring a node visually as a human. So i built the character + animation studio apps -> Iterating quickly across scenes and reusing assets: Built a vite-framework which connects the level editor and character studio to iterate faster -> Cheap but high quality vfx: Nothing exists, everywhere i searched (google, yt, forums) everyone seems to just happily pay embergen or houdini money to do it -> Higher fidelity of 3D human models: Tripo and other ai model generators are really great for props, but they won't get you to really high quality (and decent topology) and the biggest bottleneck currently for higher quality human characters is, YOU HAVE NO FREE HIGH QUALITY OPTIONS. Metahuman is pseudo-free. In between these breaks i always come back to the game and use these tools There's still SO much missing, from clothing for the models, to having a good default animation library (also here, mixamo is free but it is missing SO many animations!!) And more, so so much more. It's funny how i am actually very transparent and share the process daily and have to speedrun horizontally through all fields necessary, yet being compared to the influencers that show oneshot slop! My progress hasn't really slowed down, i'm hitting bigger problems which require more time and energy, even if vibecoded anyways new updates on the human creator soon, god forbid a robot takes a day off 😂
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hlsvortex
hlsvortex@HLS_dev·
#Vibejam: Here it is! I just open-sourced the WebGPU procedural terrain engine I built for the jam. Please Star and Follow! ✨ Procedural Compute Terrain & Biomes 🌊 Depth-based Water & Shoreline Foam 🌱 Instanced Grass with TSL Wind ⛅ Dynamic Sky, IBL & Height Fog 🎮 FPS Controller & Terrain Collision 🎬 WebGPU Bloom & Color Grading Running entirely on the GPU via @threejs! 👇 #WebGPU #Threejs #GameDev #ProceduralGeneration
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Emm | scenario.com
Emm | scenario.com@emmanuel_2m·
Another key generative 3D tool just dropped @uthana Character Rigging (app.scenario.com/models/model_u…) is now live on Scenario. Drop a mesh → get production-ready rigging in under 30 seconds, with high reliability. It joins our expanding 3D stack: genration, retopo, retexturing, UV unwrapping, animation, parts generation and more. The most complete generative 3D pipelines out there ✅
Scenario@Scenario_gg

Rigging no longer has to take your whole day. Uthana Character Rigging on Scenario does it in 30 seconds. Upload your mesh, get a skeleton back, start animating: app.scenario.com/models/model_u…

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paddy
paddy@0xPD33·
okay codex loops are pretty sick, left it running overnight and its still going
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paddy
paddy@0xPD33·
@0xdn7 yoo this looks nice, great job
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Dhin
Dhin@0xdn7·
started a starcraft inspired website and wireframed an interesting card ui... not sure if I will keep it or revert to the classic sc style it's a deterministic, lockstep-ready voxel RTS: pure-sim/render/editor layers with a fixed-point math core, voxel chunk mesher and .vox unit authoring, and command-stream replays/multiplayer
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robot
robot@alightinastorm·
vibe coding metahuman with threejs and codex: first demo vibe-stack.github.io/vibe-human I mean it's still a long way to go, but i'm quite surprised myself, turned out way better than i expected and the character isn't too far from AAA? all textures generated by gpt image 2, the facial expressions and target locking were fully written by codex in code, no pre baked animations. So this took about 4 evenings, of which 3 were wasted by clicking through endless blender menus, extruding faces to retopo the model generated with tripo Honestly, a proper AI integrated into blender would've compressed it probably down to a day Very sad to see blender turning away from the future! I have to use it for modeling for now, but will eventually drop it the second an AI boosted modeling software comes out (for free)
robot@alightinastorm

i can't believe no one has vibe coded a free highly realistic metahuman alternative for threejs yet srsly don't make me do it, i need good characters man oh boy, here we go again

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