Thomas Tobin

177 posts

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Thomas Tobin

Thomas Tobin

@ThomasTobin3D

ceo/founder @ https://t.co/Loh1wromiw making world creation easy @dreamlandsai | co-founder / art director @ GameTeam6 making Tire Boy | prev: Unity, Ubisoft

Katılım Şubat 2020
331 Takip Edilen200 Takipçiler
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Thomas Tobin
Thomas Tobin@ThomasTobin3D·
Been building this quietly for a while. Google just announced our launch. Dreamlands is live on Google Cloud Marketplace. A composable world model that generates entire 3D game worlds and every asset needed - any style, any engine. Describe a world. Watch it appear. Tweak it endlessly.
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Dreamlands
Dreamlands@DreamlandsAI·
Dreamlands is now live on Google Cloud Marketplace. A composable world model that generates entire 3D game worlds and every asset needed. Any style. Any engine. Describe a world. Watch it appear.
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Thomas Tobin
Thomas Tobin@ThomasTobin3D·
@bcherny How do you find it with large commits? I find claude taps out at ~15 issues found when asking for reviewing pending git changes.
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Boris Cherny
Boris Cherny@bcherny·
New in Claude Code: Code Review. A team of agents runs a deep review on every PR. We built it for ourselves first. Code output per Anthropic engineer is up 200% this year and reviews were the bottleneck Personally, I’ve been using it for a few weeks and have found it catches many real bugs that I would not have noticed otherwise
Claude@claudeai

Introducing Code Review, a new feature for Claude Code. When a PR opens, Claude dispatches a team of agents to hunt for bugs.

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Bilawal Sidhu
Bilawal Sidhu@bilawalsidhu·
Nodes aren't the future of AI creation. Here's what comes next. 0:00 - Nodes aren't the future 0:32 - The viewport problem 1:38 - Plumbing vs filmmaking 2:40 - No viewport; just a slot machine 3:22 - Stacks, nodes, and spatial engines 5:02 - New Lego blocks every two weeks 6:49 - Why AI content is stuck under 3 minutes 7:03 - Genie 3 and MotionStream 9:04 - Intangible AI and ArtCraft 9:54 - The hybrid neural 3D engine approach 10:33 - Nodes are a bridge, not a destination
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Chris Barber
Chris Barber@chrisbarber·
world model startups: - World Labs (Fei-Fei) - AMI (Yann) - Genesis AI (kind of, more simulation?) - Odyssey (by the people who did the Voyage self driving car co) - Runway (kind of) - Lightwheel - GDM's efforts - General Intuition - Wayve (driving models), also Tesla, also Waymo - Rhoda AI - Prometheus - Saturn Dynamics what else? thank you to @ZoeyTang_1007 for help and how do you think about the business of the pure world model cos? is the customer robotics cos? perhaps in the future, game studios?
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Thomas Tobin
Thomas Tobin@ThomasTobin3D·
@bilawalsidhu We had worked on this a few years back at Unity, before it got killed for not being "core" Unity...but putting cameras right in the eyeballs of fighters was incredible to experience. cnn.com/videos/sports/…
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Bilawal Sidhu
Bilawal Sidhu@bilawalsidhu·
The tech we use to capture sports is a decade ahead of how we actually watch it. We can reproduce entire games in 3D, track every player down to their pose and heartbeat - but barely any of that makes it to your living room. 0:00 Immersion Gap 0:48 Computer Vision & Hawk-Eye 1:42 Player Tracking & Wearables 2:08 AI Analytics & Real-Time Stats 3:07 VR Sports Viewing & Why It Fails 4:16 Radiance Fields & Gaussian Splatting 5:10 Viewpoint Pro: Virtual Replays 5:59 Arcturus: 4D Gaussian Splatting 7:31 Muybridge: Virtual Camera Systems 9:53 F1 Vision Pro Experience 11:26 XR Sports Alliance 11:47 COSM: The $600 Ticket 13:04 The Future of Sports Broadcasting I break down the companies and tech turning sports into a next-gen immersive experience - from Sony's Hawk-Eye camera systems and NFL tracking chips to AI analytics powered by Google Cloud and AWS. We look at why VR headset viewing keeps failing, and how 4D Gaussian Splatting from Arcturus and multi-plane image-based volumetric capture from Muybridge are creating viewing angles that were previously impossible. Plus the F1 Vision Pro experience, the XR Sports Alliance, and why COSM's in-person model is winning where headsets can't. The data foundation is clearly there. The real question is how it gets to you. Hope you enjoyed this; follow @bilawalsidhu for more deep dives mapping the frontier of creation & computing.
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Thomas Tobin
Thomas Tobin@ThomasTobin3D·
@MBromberg The gap between world models and engines is real - but Unity agents ingesting video isn't the answer. We're building a hybrid world model that generates 3D point cloud worlds directly. Real geometry, not frames. Editable and exportable to Unity or Unreal.
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Matthew Bromberg
Matthew Bromberg@MBromberg·
Folks. Can I explain something about world models? Seems like today might be a good day for that. Advances in large-scale “world models” — whether developed by partners like Google or others — materially expand the frontier of interactive content creation. These models can generate high-quality, interactive, video-like experiences from natural language or minimal input. Today, they are primarily editable through prompting, which limits the level of determinism and precision required for production-grade game mechanics. As a result, their outputs remain probabilistic and non-deterministic, making them unsuitable on their own for games that require consistent, repeatable player experiences. Rather than viewing this as a risk, we see it as a powerful accelerator. Video-based generation is exactly the type of input our Agentic AI workflows are designed to leverage—translating rich visual output into initial game scenes that can then be refined with the deterministic systems Unity developers use today. Our agents already generate high-quality scenes from static video. Interactive, camera-controllable video from world models would further enhance this pipeline and materially improve the fidelity and speed of early-stage content creation. We believe this represents a meaningful step forward for AI-driven development across the industry. Unity’s role is to operationalize these advances. Outputs from world models are ingested into Unity’s real-time engine, where they are converted into structured, deterministic, and fully controllable simulations. Within Unity, creators define physics, gameplay logic, networking, monetization, and live-operations systems to ensure consistent behavior across devices and sessions. This combination enables developers to move faster from concept to scalable product: AI accelerates environment and asset generation, while Unity provides the execution layer that transforms generated content into reliable, monetizable experiences. As a result, world models expand content supply and reduce development friction, while Unity remains the system of record for runtime, distribution, and long-term operations. This dynamic broadens Unity’s addressable market and reinforces its central role in the interactive ecosystem.
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corbin
corbin@corbin_braun·
Pitch me your startup in 0 words
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Thomas Tobin
Thomas Tobin@ThomasTobin3D·
@bilawalsidhu Its true, but coming back to a node graph a year later is one of the most painful things ever if not organized well. End up having to step through it. Sometimes I just want to create without having to think about how to create.
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Bilawal Sidhu
Bilawal Sidhu@bilawalsidhu·
Nodes aren’t giving up. There’s a reason node-based workflows have stood the test of time. It shouldn’t be the only view — timeline and layers have their place but I’d be damned if it ain’t useful af to see the entire workflow at a glance. Denying it is like saying system architecture diagrams are mid.
Bilawal Sidhu tweet mediaBilawal Sidhu tweet media
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Nick St. Pierre
Nick St. Pierre@nickfloats·
pixars creative directors dont world build in node editors. character dev and story happens through sketching and talking. thr nodes are for technical artists implementing their vision. big difference. forcing artists to think like engineers in the moment of creation should be criminal. youre effectively telling them to build the hammer before they can use it.
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Nick St. Pierre
Nick St. Pierre@nickfloats·
Every node in your graph is a little death of inspiration to me. You've turned imagination into plumbing and disguised it as “creative freedom”. You've mistaken complexity for control and turned creation into workflow theater. Let us build worlds, not workflows. Don't give me nodes, bitch I am the node. Creation should be fluid, not a flowchart. Tools should disappear instead of demanding our attention. That's how imagination truly scales.
Nick St. Pierre@nickfloats

this is what giving up looks like

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Thomas Tobin
Thomas Tobin@ThomasTobin3D·
@jameygannon Coming from a super pro node person, a Houdini artist, Defintely not. Most people dont want to have to think about the best way to create, they just want to make things. Taking this bet with Dreamlands.ai
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Thomas Tobin
Thomas Tobin@ThomasTobin3D·
8% of all steam games, 20% of games this year declaring ai usage on steam. Hedging a bet we see 50% next year. Source in reply
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DONNY
DONNY@donnywomacck·
Currently viewing the tons of pitchdecks in my email.
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Broooooklyn
Broooooklyn@Brooooook_lyn·
If this post gets a lot of likes, I can open source a JavaScript SDK for capturing system audio on macOS and Windows and can be used in Node.js/Electron. The code is already done; it just needs a little documentation and a demo. github.com/toeverything/A…
Chanhee@hiddnest

funny story: 8 months ago, when @im_roy_lee was looking for a way to capture system audio, we considered sharing tech but decided not to. wild how that choice changed everything - they became the notetaker, we became the live sales coaching tool with super low latency.

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Thomas Tobin
Thomas Tobin@ThomasTobin3D·
@zarazhangrui Curious if you set alarms to remind you or just eventually got in the habit
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Zara Zhang
Zara Zhang@zarazhangrui·
How I grew my X following by 10k in 3 months: 1. Tune your feed (unfollow clickbait, follow builders) 2. Engage authentically (don't use AI to write replies) 3. Post at least 3 times a day (write like how you talk irl) 4. Learn in public (use X as a public notebook for recording takeaways from podcasts/newsletters etc) Do this consistently for 3 months.
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Andrew D'Souza
Andrew D'Souza@andrewdsouza·
I think we’re gonna need more founders. In less than 24 hours, over 500 investors managing over $1 trillion in capital have applied to work with @boardyai. We’re giving 100 investors early access to the overpowered version of Boardy, where we burn tokens with reckless abandon to help them meet the best founders and close the hottest deals. So far, Boardy’s picked 60 of the top founders for us to start working with, but I want to help 100 (maybe more) founders close their rounds before the end of the year. Founders, apply here: go.boardy.ai/100founders Investors, apply here: go.boardy.ai/100investors Let’s close some rounds.
Andrew D'Souza tweet media
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