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NeuralAI
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NeuralAI
@GoNeuralAI
Generate immersive AI worlds and assets, no code or design skills needed. Fueled by $NEURAL. Creating @SPARQWORLDS & @APGARENA
Katılım Mart 2024
331 Takip Edilen29.2K Takipçiler
NeuralAI retweetledi

Some reflections today on the complexity of building a game engine compared to other types of software out there. You see, every other kind of software is allowed to be late. Your bank app takes an extra second and you wait. A spreadsheet recalculates and you sip your coffee. A game gets 16 milliseconds. That’s it. Miss the deadline and thousands of people feel it.
Here is the rule underneath: a game engine is two clocks. Rendering runs as fast as your hardware allows. The simulation runs on a metronome, fixed ticks, same size, every time. Most engine craft is hiding the seam between those two clocks so well that the player never thinks about their existence.
The industry keeps re-learning what happens when you skip this. Dark Souls 2 on PC drained weapon durability twice as fast at 60 frames per second because someone counted frames instead of seconds. Quake players spent two decades locking their framerate to 125 because a rounding quirk let us jump higher. Old PCs shipped a Turbo button that existed mostly to slow games DOWN to the speed of the chip they were written for.
None of this is trivia, rather it is the difference between a demo and a game. A demo has to look right once. A game has to behave identically for every player, every frame, every machine, for years.
People are out here arguing about whether AI can generate content. Wrong layer. Generation is not the hard part. The hard part is that everything generated has to run inside the tick, on the metronome, without breaking determinism for the player on a five-year-old laptop.
That are the parts we obsess over at @SPARQWORLDS... the invisible machinery that makes generated code safe to run. Players will never see it.
That IS the whole point.
playsparq.com
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@GoNeuralAI Mark my words, "Made with NEURAL SPARQ" will be at the forefront of future game products. It's coming. 🚀
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giving gamers the power to create is how we get better games
Berna@Berna7224
The issue with web3 gaming is that many games simply feel like they were not made by gamers If you don't provide fun, people just extract it Do you find fun to just watch AI things move and not need to do anything? I definitely don't
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@GoNeuralAI I'm going to build the best game in web3
And web2
If the engine will build it
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NeuralAI retweetledi

There are only a few steps left for @SPARQWORLDS to go into beta on Steam next week:
1. Finish setting up the production cluster (almost done)
2. Merge in a few more updates (in progress)
3. Test everything inside out (again)
4. Launch
Some highlights we are launching with:
- Insane AI Agent support (via MCP or in-engine agent)
- Real-time multiplayer editing
- Destructible voxel-terrain
- Asset and character library
- Fully customizable editor
- Our own package manager (SPM)
And so much mooooore.
Purpose-built for a new generation of game creators, coming very soon 🫡

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