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Ryan Fitzpatrick
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Ryan Fitzpatrick
@rfitzpatrick_io
🎮 Three.js | 🤖 Godot | Vibe coding
Canada เข้าร่วม Eylül 2024
800 กำลังติดตาม725 ผู้ติดตาม
Ryan Fitzpatrick รีทวีตแล้ว

AI game dev is starting to look like a real pipeline. Image gen to mesh to mocap to shaders is beginning to feel continuous, but runtime limits and cleanup still decide what ships.
archive.proceduralpress.com/archive/daily-…
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Upgraded the npc system, pedestrian and the general npc system is now loading glb assets. And the traffic is also moved from placeholder to glb assets, next is AI and interaction logic. Then find a smooth way to create hundreds of assets to fill the world up lol. Workflow has been manual and devoid of cost so far.
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@renderfiction I know the feeling, I've always had a problem starting new projects. not because of perfection, but perfecting the process to get a working result. I can get that from recreating the work in videos like this, dopamine chase is real. Focus strong brother!
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Videos like these trigger my FOMO.
I want to stop everything and try to recreate it 😅. I have no idea why...
Dr. Clown, PhD@DrClownPhD
ngl this looks amazing!
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@alightinastorm 2026 the vibe-your-own-tools era. I did a 3 week spike on unreal engine in 2024. Spent $$$ on assets, too much for hobby project. They all just plug together and I had a game. But it took time, following tutorials, and I'd need a real budget to make the game progress further.
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the anti AI crap in gaming is retarded and the people are mislead
there is a weird assumption where somehow a specific abstraction point pre-AI is magically considered skill based
you can literally buy blueprints on unreal engine, put some glue between them and build your game, which is actually much easier than directing and instructing an AI to build things from scratch together
make it make sense
Blake Robbins@blakeir
games are commercial art built with software. i’m not sure there’s another software industry as resistant to AI as gaming.
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@andwhynut69633 Latency will be the challenge, I've tried guitar to usb interfaces before and that's always the challenge. those old cables for rocksmith are crazy good though.
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Ryan Fitzpatrick รีทวีตแล้ว

@earth__sophie Thanks! I found out after I implemented it this was an older nav package, there is a newer one now to use, I'll have to refactor towards at some point and could produce better results. github.com/isaac-mason/na…
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@rfitzpatrick_io Love seeing intelligent AI in gaming. Your nav mesh approach is brilliant, and those lane definitions will create truly dynamic traffic behaviors.
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@AIandDesign I was just thinking this, seeing the hate on DLSS 5. I'd rather devs have the space to focus on whats fun, gameplay, and optimization. Then plug in the DLSS 5 if that's your fancy, doesn't hurt anyone.
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Ryan Fitzpatrick รีทวีตแล้ว

NATIVE SPEED
DirectComposition GPU compositor for @YoavCodes Electrobun on Windows.
Means you can build a game where the 3D scene runs on the GPU at NATIVE SPEED — same DirectX/Metal pipeline as a AAA game — while your entire UI (menus, HUD, inventory, chat, settings) is just HTML/CSS/JavaScript both layers composite together in the same window with zero CPU overhead.
That overlay? @adamwathan 's @tailwindcss and @RyanCarniato 's @solid_js
WE ARE GETTING GPU-rendered @threejs and I'm building a game engine on top of this. STAY FROSTY!
Yoav@YoavCodes
In the next version of Electrobun (1.16.0): - Merged 18 PRs from the community ❤️ - New apis like page zoom & MacOS workspace visibility - Lots of fixes and stability improvements - Kitchen Sink (Electrobun's integration test app) has persistent test filtering and up to 132 tests & playgrounds - Lot's more
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