brandon cullum

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brandon cullum

brandon cullum

@brcullum

📺 Making videos with lasers and robots on YouTube, 🚀racing in a galaxy far far away https://t.co/AnQb2k9UnY

Athens, GA Katılım Mart 2009
720 Takip Edilen340 Takipçiler
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brandon cullum
brandon cullum@brcullum·
Only 2% of laser business owners I surveyed make $10K/month. So I built a calculator to show exactly why. (Full Guide) TIME STAMPS: 00:00 Why 98% Miss 00:24 The Budget Tool 00:38 First Product 01:18 Money Goal 01:45 Price Trap 04:03 Labor Costs 06:17 Machine Costs 07:57 Weekly Hours 09:09 Demand Ceiling 09:28 Marketing Costs 11:51 Full-Time Costs 13:30 Raise Prices 14:00 Better Products 15:24 High-Ticket Local 16:10 Product Mix 17:23 Final Thoughts
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Tibo
Tibo@thsottiaux·
What are we obviously not getting right with Codex?
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brandon cullum
brandon cullum@brcullum·
@andreeliasdev @levelsio @pushks18 Ah gottcha, working on a podracer style game and trying to figure a good way to get good rock/canyon models. Started with 3d assets like that but they had to fit the track pretty clean. Yours look awesome though!
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André → andreelias.dev
André → andreelias.dev@andreeliasdev·
This was something I added after the terrain generation. I noticed the world was missing some verticality and had the idea to add 3D models of rocks to add more depth to it. It worked perfectly. The trees are also a models + planes with alpha maps. To place them I also used a procedural algorithm
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André → andreelias.dev
André → andreelias.dev@andreeliasdev·
After 15 days of hard work, I'm happy to share my game for @levelsio's 2026 #vibejam The game is called Hollowlands and I'm trying my best on it. Learning a lot of new stuff in the process. My previous game development experience + AI is a powerful combination that I honestly think it's underexplored by many. What used to take weeks of development now is being done in days, allowing me to focus more on the creative part of the process. Next step: Integrating multiplayer using @colyseus by @endel who's also a fellow brazilian 🇧🇷
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brandon cullum
brandon cullum@brcullum·
@andreeliasdev @levelsio @pushks18 Really struggling with environmental stuff, when you say concepts what do you mean? I’ve got an ok handle on hang noose for procedural rolling hills but those rock formations and trees are awesome
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brandon cullum
brandon cullum@brcullum·
@markspall Love the terrain, how did you work with ai to generate it or program it. I’m making a podracer style game and am having the hardest time figuring out terrain
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Mark Spall
Mark Spall@markspall·
#TheUnfolding Am trying to find the highest peak - got to 8709m - and it's raining and there's a rainbow. Can you find a higher one? Come and explore: theunfoldinggame.com The Unfolding is a browser-based open-world exploration game where the terrain, towns, characters, quests, music, and every asset you encounter are all composed by language models — built in 30 days with Cursor AI. Live now for #vibejam with @levelsio and @cursor_ai
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brandon cullum
brandon cullum@brcullum·
@renatonitta Awesome! I’ve seen a few churches like that but not housing. Would be wild to live in one
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Renato Nitta
Renato Nitta@renatonitta·
@brcullum The one I watched showed them renovating the stores into small apartments without demolishing anything, and even reactivating some stores as a food court for the new residents.
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brandon cullum
brandon cullum@brcullum·
Dead malls that are still open are so weird. RIP Georgia Square Mall in Athens GA
brandon cullum tweet media
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Renato Nitta
Renato Nitta@renatonitta·
@brcullum I saw a documentary the other day about turning dead malls into housing, really interesting.
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brandon cullum
brandon cullum@brcullum·
Trying to figure out how to play Twin Suns Turbo on mobile. Pretty wild you can send updates to Claude on mobile and push to production all on my phone. Big racing rig and scenery updates coming soon… twinsunsturbo.com
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brandon cullum
brandon cullum@brcullum·
@NicolaManzini Yeh the whole live racing multiplayer where your boat/car interacts with others seems WAY harder than I realized with latency. The ghost and delay stuff seems like the way.
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Nicola
Nicola@NicolaManzini·
In live multiplayer it is a problem because how can you interpolate the future? I received an update 200 ms ago. I don't have the next. I can predict, and then adjust if I ea wrong. In my server when you free sial in multiplayer it is a bit delayed so you see other boats a tick behind.
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Nicola
Nicola@NicolaManzini·
The replay of april 30th daily race with 100 boats. the day we reached a record 1160 races. But 100 is chaotic enough for the replay and gives the idea.
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brandon cullum
brandon cullum@brcullum·
Well, pretty sure I wont make it in time for @levelsio @CursorAgents #vibejam.... But after vibe coding a way to beat @dvassallo I had to make my own racer, but Star Warsy. Top down and 3rd person view. This is what I got after a solid days work, absolutely insane what ai can now. twinsunsturbo.com (Really good chance its broken, will get it solid tomorrow!)
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brandon cullum
brandon cullum@brcullum·
@thsottiaux I love how the focus went from stuff Sora to tomagachis for developers.
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brandon cullum
brandon cullum@brcullum·
@andreeliasdev this is so good! in the middle of figuring out procedural generation for environment and scenery, how did you go about it?
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André → andreelias.dev
André → andreelias.dev@andreeliasdev·
I've built a multiplayer survival game for the browser in 30 days and I didnt write a single line of code 🤯 So I'd like to write my notes about it once the deadline is done now. The last 20% of a project is indeed the hardest part of it all. In the last 2 days i've been working on the final version of Hollowlands for @levelsio's 2026 #vibejam I worked a lot! I fixed a lot of bugs, tested a lot playing with my wife. Fixed more bugs... But now, thank God, I have the final result! The game looks good, yes. I've spent half of the jam just tweaking every single detail of the procedural world generation. And It was worth it! The game still runs well on most devices and still has less than 20MB in size. Which is pretty impressive to me. The process of building was very straighforward: 1. I used @threejs + React to create the game. Before I started I created a huge document defining every rule i'd like the codebase to be implemented upon. It had clean code rules, archtecture decisions, ECS principles (good for games), and so on. This helped a lot constrain the AI to maintain the code maintainable and separated into clear domains (systems). This document was made partially by me given my previous experience building web games (I've made a lot of mistakes in the past and made sure they will not repeat again) and partially AI suggesting best practices. 2. For every feature I prompted the AI, I was very specific on details that I'd like implemented. If I knew what I was doing, I was more specific on the "how" I wanted to be done. If I didnt know what was doing I first asked the AI to brainstorm possibilities with me, based on industry standards, pros and cons, and so on. Then I would decide what path to go. 3. Every single feature I used Leva for tweaking the values. So for example, the size of the trees, colors, distance between objects, animation speed, etc. Everything I have a slider that I can adjust. 4. To make the game look good I used @tripoai to create the models. To be honest it's not 100% perfect. If you check the character in game you can notice a few issues here and there (the arms lol), but I believe that it will keep getting better over time. 1 Year ago I tried and it wasnt even close to what it's now. Then I used a few post-processing + shaders + particles techniques to bring the "wow" factor. 5. I did only 1 feature at a time. And every change it was a commit with a clear message of what was done. This helped the AI fetch previous commit to understand what changed and know exactly what happened in the past. If I opened multiple terminals at once and blasted prompts the code and commit history would be a mess in a few days. And for every change the AI did, I asked it to do a Code Review of everything that was changed and look for violations on the document I wrote in the beggining defining the codebase guidelines. I realized that I pretty much applied software engineer principles using AI: Code, review and merge, code, review and merge... 6. On the last week I implemented the multiplayer using @colyseus which was pretty nice. I used AI to fetch the whole documentation and create a skill.md file that helped a lot. The creator of the framework @endel also did a extensive research on how real multiplayer games are implemented. It's open source and it was a gold mine for the AI to come up with the implementation for my game. You can ask him the link :) And that was it I think. I'm extremely tired now. The last 2 days was insane. The game's final version is not what I had in mind in the beginning of the jam. I had to cut a lot of cool features. But given the 30 days deadline I think it was a huge success. Hands down my best game ever made. Now I'll take a few days to rest and come back with more updates on the game. Maybe it can become a big deal in the future with more updates. Who knows. And in the event I win first place in this game jam, I'll use the money to fund my own game studio + cover the expenses of my child that is going to be born in September :) Cheers guys! If you have any question, feel free to reach out. I'll answer every non-bot comment in here haha Note: The link to play is in my profile
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brandon cullum
brandon cullum@brcullum·
@dvassallo @takonogo And it turns out getting it to really drive and beat humans is way harder that I thought, still can’t beat the top times on many tracks.
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Daniel Vassallo
Daniel Vassallo@dvassallo·
@takonogo @brcullum I have cheat detection server-side to prevent people from tweaking the physics or skipping sectors, etc, but it's hard to detect bot racing when it's done like Brandon is doing impersonating a human and using the real controls.
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brandon cullum
brandon cullum@brcullum·
Figured out a way to create an autonomous racer for @dvassallo fullsend.dev Would top the leaderboard for Miami right now but didn't want to cheat it. Here is how. Can you beat AI?
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Ricardo de Zoete | Hammy(.eth)
And while I'm also working on this platform to publish my own games and @threejs tech demos on... I'm also working on a platformer with a "familiar" gameplay mechanic. Please look at the following footage. 👀 Coming soon!
Ricardo de Zoete | Hammy(.eth)@RicardoDeZoete

Live player presence, but visual. I built a @threejs view where you can see friends and players moving between games in real time. Spot someone playing something fun? Click their avatar and instantly join the same room/world. This makes game discovery feel alive. 🎮

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@levelsio
@levelsio@levelsio·
And.....✅ DONE! The Vibe Jam of 2026 sponsored by @cursor_ai + @boltdotnew + @heyglif + @tripoai is officially closed 🕹️ 945 games submitted 🛝 242,212 players 👁️ ~12 million views on X Now me and @s13k_ will start the judging process, probably pre-vetting games first with some help from AI (like if the games load at all) and then they go on to all the judges I want to thank everyone who participated! ❤️ There's only 3 cash prizes but even if you don't win, I hope you all had fun creating things, which is the best part of AI for me, it lets me create things I could never have dreamt of making before It's already clear to me from the submissions that AI's ability to help you create beautiful and fun games has progressed a lot, last year's games looked clunky and basic, this year's games are starting to look like stuff you could find on Steam There's no specific deadline for when judging is done but we'll try to be as fast as possible, last year it took 2 weeks I think! THANK YOU!!!
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@levelsio@levelsio

🕹️ About 1.5 hour left to submit your vibe coded games for a chance to win $40,000 in prizes I wasn't expecting us to get close to 1000 games like last year again but we actually might: ~200 new games were submitted in the last 24 hours! Also almost 250,000 people have played a #vibejam game now, great results 😊😊😊

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