DFL Erwin
2.6K posts

DFL Erwin
@PrimeErwin
Building your favorite platforms | ex @DeFi_Land @McKinsey

We don’t generate videos. 🎬 We generate worlds from videos. 🌍 Introducing InSpatio-World — the world's first open-source real-time 4D world model‼️ Your input: a video clip Our output: a dynamic, navigable, persistent world 🕹️ explore freely across viewpoints ⏪ control time forward and backward 🔓 open-source and ready to build on :) Live demo: 🔗 world.inspatio.com Code & weights: 🔗 github.com/inspatio/inspa… Project page: 🔗 inspatio.github.io/inspatio-world

This is so wrong. Gaming, even in its original metaverse form, was shitcoin trading. ( so many game studio from 2022 were token launchpad) Now, that spirits still remain but the form factors have evolved: entertainment finance, arcade finance, tap trading, and a variety of light gambling use cases Future is serious dex as infra, and gamified experiences on top Incredible momentum ahead







Release from @SolanaFndn crisis comms: We do not condone the statements made by the Solana Foundation President @calilyliu. These statements, while factually correct and extremely based, have done irreparable harm to our gaming ecosystem. As a punishment, Lily has been asked to play all of the current games built on Solana.

JUST IN: Meta announces they'll be shutting down the Metaverse, after pouring $80,000,000,000.00 into the project.



all these useful AI tools, all these insane cracked ivy league graduates building applications funded by paradigm where the fuck is my medicine



I used Cursor to vibe code a simple fishing game prototype on the Unity Engine. Here's my learnings: - I did not use any Unity MCP for this. The game was built entirely by Cursor models (Sonnet 4.6 for execution and Opus 4.6 for planning) - The model was able to set up the game, getting the basic game mechanics working fairly quickly - I had to use the Unity Game Editor UI to attach components to the in-game objects manually, but it was quite easy to follow the instructions given by the Cursor model - Unity Editor is huge and slow! Compared to Godot, I find the UI really clunky I feel tired looking at it - Unity Assets Marketplace is amazing, there are so many amazing art assets there (like the ones I am using for this game). This is probably the biggest strength of Unity. - I had some issues with restoring checkpoints, probably because of how Unity Game Editor UI being really clunky and I had to manually adjust things in the Editor, which the model doesnt have knowledge of Overall, the results turn out pretty decent, but it was a rather frustrating experience, especially when I had to debug issues or rollback changes. I'll explore more vibe coding on Unity but for now, I think I prefer Godot as a game engine. I just wish there is a Godot Asset Marketplace!









Hot take from investing in robotics companies: simulation is overrated. Billions poured into sim-to-real. The gap hasn't meaningfully closed in 2-3 years. Locomotion tolerates 10% failure rates — manipulation doesn't. The industry is quietly converging on: bulk imitation data → fine-tuning with RL → less simulation, not more.


Hot take from investing in robotics companies: simulation is overrated. Billions poured into sim-to-real. The gap hasn't meaningfully closed in 2-3 years. Locomotion tolerates 10% failure rates — manipulation doesn't. The industry is quietly converging on: bulk imitation data → fine-tuning with RL → less simulation, not more.











