NeuralAI

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NeuralAI

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
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Christoffer Wilhelmsen
Christoffer Wilhelmsen@wilhelmsenchris·
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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NeuralAI
NeuralAI@GoNeuralAI·
we spent months questioning every part of game creation because we knew there had to be a better way after months of research, we found our best approach to redefining game creation
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Yoru
Yoru@nousername01635·
@GoNeuralAI Nicely done fam, keep up the good work 👏
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Birddogcrypto
Birddogcrypto@Birddogcrypto10·
@GoNeuralAI Mark my words, "Made with NEURAL SPARQ" will be at the forefront of future game products. It's coming. 🚀
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Ali🧩🎮
Ali🧩🎮@THZ_GOAT·
@GoNeuralAI I'm going to build the best game in web3 And web2 If the engine will build it
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Tokyo
Tokyo@tokyouxbt·
gm ct happy monday one more day, one more opportunity.
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Stephy
Stephy@stephyberry·
gm frens ദ്ദി◝ ⩊ ◜.ᐟ happy new week, let's get those Ws again and stay cutie 🫶
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NeuralAI
NeuralAI@GoNeuralAI·
@THZ_GOAT the real question is: what are you going to build? 👀
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NeuralAI retweetledi
Neuro
Neuro@neutanent·
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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