
An open-world action game, Crime, combat & territory. buy and sell for $CALI CA: E3PDmbvHfaFyzJBjMLXr6aowbMVBS9XeX7jRy1D4pump https://xitter.gq/t.co/3EqjP2PSPi
CALI
Joined June 2026
- Tweets219
- Following58
- Followers805
- Likes487
Traffic, pedestrians, and police in our game now.
Day 35 of building our own open world game with a loop of agents.
The streets actually feel alive.
Today's progress:
- Traffic follows the roads now, no more cars driving into walls.
- No more texture reflecting onto the character
- Crowds spawning across the map.
- Police come after you the second you commit a crime.
Textures came out cleaner than i thought they'd be.
next up: let the loop finish, then MetaHumans and car hijacking.
Our city has traffic and crowds now, also a ton of bugs in it.
Day 34 of building our own open world action game with a loop of AI agents.
Not every day is a clean win, the agents are still deep in the loop, but the streets are finally alive.
Today's progress:
- traffic on the roads, pedestrians on the sidewalks.
- the cars keep driving through walls, the pedestrians ignore every rule, and it all looks so glitched right now.
- texture also looks weird.
- Good news FPS is pretty high
Let's give it another day to see how well they will solve it.
In the meanwhile let me know what kind of prompt you would like me to run to fix this.
Shooting, aiming, and the animations are all done.
Day 17 of speed running to build the GTA 6 with a loop of AI agents.
Today's progress:
- Shooting feels real now, the hits actually land.
- Animations are actually connected, the character moves like a real game instead of a cheap asset.
Remember the animation wall from the last two days?
We bought a premium pack off Epic, handed it to Claude, and the character finally moves right.
The whole on foot half is basically there.
What's left for the demo is driving and a multiplayer mode.
Aiming to finish the whole thing this week so everyone can actually play it.
@notjazii can't wait to implement driving and see the whole game.
AI can't replace a 3D artist yet.
I gave a loop of AI agents two days to fix my animations. This is what I got back.
Day 15 + 16 of building my own GTA 6 with a loop of AI agents.
Today's progress:
- Aiming works now, you can line up a shot properly.
- Camera movement is in, it follows you the way it should.
- Walking turns look right, no more sliding around corners.
We have spent two whole days letting the loop work on the animations and got basically no improvement.
The ones we're ending up with and the free ones off Mixamo both look cheap.
So we're probably just going to buy a premium animation pack off Epic and hand it to Claude.
Good news is aiming and the camera feel real now.
Making the character move like it isn't a cheap asset is the next wall.
OpenAI just turned everyone into Tony Stark with ChatGPT voice.
Now this runs inside Codex.
ChatGPT Voice is now in the desktop app.
Control your computer and direct multiple agents running in ChatGPT Work or Codex, using just your voice.
It's powered by GPT-Live, so it can speak, listen, and coordinate work in the app at the same time.
Rolling out globally today on macOS and Windows to Plus, Pro, Business, Edu, and Enterprise plans.
Driving is done, let's listen to the haaland!! (turn on the sound)
Still can't believe we have built a game so far with 0 game dev knowledge.
Day 28 of building Caliber for our own open source, open world game with a loop of AI agents.
Today's progress:
- driving is in we can get in a car and drive around the city.
- the traffic and pedestrians all running while you drive, cars around you, people on the sidewalks.
- Repo is under reconstruction.
it's a little bit laggy in game still so I'm working on performance right now until it runs smooth for everyone.
AAA studios spend $200M on a city this good.
Ours cost $1,500 and swapped Miami for SF within a week.
An agent did it in a loop while we slept, now he's working on the traffic and pedestrian.
Pedestrians AND Traffic are alive now everyone!!
Been heads down for 2 days on this one to build a hyper realistic flow, it was a massive amount of work, but part of the map now has people walking the streets and cars actually driving through traffic.
Day 23 of building hyper realistic community own open source, open world game with a loop of AI agents.
Today's progress:
- Pedestrians are in. NPCs walk around the streets on their own.
- Traffic works. cars drive the roads and follow the flow.
got both running together across a whole section of the map.
This was one of the hardest parts so far. a city only feels alive when the crowds and the traffic are all running at once, and that's a lot of systems talking to each other.
but real talk, a lot of this i had to set up by hand right now, and the bigger the map gets the worse that's going to be. There has to be a better way.
next up is scaling it from one section to the entire city.
quick question for the unreal engine people: whats your best approach for traffic and crowd AI at full city scale?
I got a section fully alive, now i want the whole map moving. if you've built this before i want to learn how you did it.
Pedestrians AND Traffic are alive now everyone!!
Been heads down for 2 days on this one to build a hyper realistic flow, it was a massive amount of work, but part of the map now has people walking the streets and cars actually driving through traffic.
Day 23 of building hyper realistic community own open source, open world game with a loop of AI agents.
Today's progress:
- Pedestrians are in. NPCs walk around the streets on their own.
- Traffic works. cars drive the roads and follow the flow.
got both running together across a whole section of the map.
This was one of the hardest parts so far. a city only feels alive when the crowds and the traffic are all running at once, and that's a lot of systems talking to each other.
but real talk, a lot of this i had to set up by hand right now, and the bigger the map gets the worse that's going to be. There has to be a better way.
next up is scaling it from one section to the entire city.
quick question for the unreal engine people: whats your best approach for traffic and crowd AI at full city scale?
I got a section fully alive, now i want the whole map moving. if you've built this before i want to learn how you did it.
Day 23 of vibe coding game
since fable came back, we’ve been locked in on game development
unreal new mcp isn’t that great, so we still have to do some stuff manually
but at least i’m learning something lol
added drifting today and made the car feel more realistic
how does it look?
Fable is coming back tonight!! I'm going to use it to build our GTA 6 before GTA 6.
For people who is watching the video (Turn the volume up).
Day 20 of building our own community GTA 6 with a loop of AI agents.
it's also got a real intro now with original music. big shoutout to @therobtx who made the intro track, it's feel so good.
Today's progress:
- shooting is in and feels smooth now.
- proper intro screen with custom music.
Next I'm going to keep looping and make all performance settings adjustable so it's playable.
Then first early testing is on the way!
I miss Fable so bad i'm not sleeping tonight.
Driving is done everyone!! we can finally get in a car and drive across the whole city.
Day 19 of building our own GTA 6 with a loop of AI agents.
Today's progress:
- Driving works now. you can get in a car and actually drive through the whole city. (BIG Shout out to @notjazii)
Right now it's laggy, because we are performance maxxxing. Next I'm going to make a pause menu to lower the performance..
After that it's all about the feel. driving, aiming, and shooting have to actually feel good, not just work, so the core gameplay is smooth.
Quick question for everyone: for the demo, should we just get more drivable cars, multiplayer, and weapons at first, then enhance it from there?
Driving is done everyone!! we can finally get in a car and drive across the whole city.
Day 19 of building our own GTA 6 with a loop of AI agents.
Today's progress:
- Driving works now. you can get in a car and actually drive through the whole city. (BIG Shout out to @notjazii)
Right now it's laggy, because we are performance maxxxing. Next I'm going to make a pause menu to lower the performance..
After that it's all about the feel. driving, aiming, and shooting have to actually feel good, not just work, so the core gameplay is smooth.
Quick question for everyone: for the demo, should we just get more drivable cars, multiplayer, and weapons at first, then enhance it from there?
I still can't believe we are building this quality game that runs on my Mac.
Day 18 of building my own GTA 6 with a loop of AI agents.
Today's progress:
- the shadows and car reflections look real now, not like a cheap game anymore.
- spent over a day on performance, so it runs smooth.
By the way this is a Mac, not a gaming PC, so a lot of the rendering and lighting is not gonna be the same as the NVIDIA GPU.
We are almost there. right now i'm debugging the driving so it feels smooth.
quick question, what do you all want to see in the demo?
Caliber retweeted
solana:9cRCn9rGT8V2imeM2BaKs13yhMEais3ruM3rPvTGpump is already at $100M.
The next $100M project won’t look obvious today.
That’s why we’re building $B4GTA6 now
not after everyone discovers it.
🤖 Made with AI
AI can't replace a 3D artist yet.
I gave a loop of AI agents two days to fix my animations. This is what I got back.
Day 15 + 16 of building my own GTA 6 with a loop of AI agents.
Today's progress:
- Aiming works now, you can line up a shot properly.
- Camera movement is in, it follows you the way it should.
- Walking turns look right, no more sliding around corners.
We have spent two whole days letting the loop work on the animations and got basically no improvement.
The ones we're ending up with and the free ones off Mixamo both look cheap.
So we're probably just going to buy a premium animation pack off Epic and hand it to Claude.
Good news is aiming and the camera feel real now.
Making the character move like it isn't a cheap asset is the next wall.
Tung Tung Tung Sahur is here!!
Day 14 of building GTA 6 with a loop of AI agents.
Today's progress:
- Reloads in. mag drops, new one goes in, old one on the ground.
- Shot effects landed.
- Full of Tung Tung Tung Sahur walking around the city now
We have to actually learn Unreal. if we don't, our prompts stay vague and the agents give vague results.
The second we need them to generate blueprints, animation blueprints, any of that, you have to know what to ask for.
The more specific i get, the better the output.
Tomorrow: aiming + all the full animations on the character.
Caliber retweeted
Holding $B4GTA6 comfortably here.
November 19 is the release date of GTA 6, but the real move starts june 25 when preorders go live.
the whole timeline is about to get swallowed by GTA 6 all over again, and money always follows attention.
while everyone waits on @RockstarGames , @ziwenxu_ and other contributors are actually building @GTCaliber_, an open world open source game inspired by GTA 6, made in unreal with a loop of AI agents. they ship every single day. it's day 14 and the city's already alive, cars driving, guns that actually fire, reloads working, and a whole crowd of $triplet tung tung tung sahur walking the streets (watch the clip, this is real footage HAHA). the brainrot is already in the game lmao.
also someone ran a @zauthinc scan on the GitHub and the repo came back with a 72/100 score. Around 672 C++ files, original AI logic, proper tests, 185 commits in 13 days, and 133 stars in less than two weeks.
the thing that stood out to me wasn't even the score, it was the activity. You can open the repo and see work getting pushed constantly. github.com/duolahypercho/GT-…
and the token plays a bigger role in the project as well. Part of the funds go toward development and AI costs, but the plan goes beyond that. The team wants $B4GTA6 to be the currency of the game world itself, supporting an economy where players can build, create, trade, and own assets inside the ecosystem.
It’s the first true open world created by AI, driven by the community, and powered by the token.
Meanwhile the chart has been sitting around the 80-100k range for days, just chopping sideways while most of CT is looking elsewhere.
$GTAVI is a million with nothing behind it. imagine where this goes once @GTCaliber_ game is playable.
DYOR.
$B4GTA6 CA: DY2ZAaZrt27b3PpXjxH8qqDBZwrEoFoSqb83t7VNpump
Pre-orders for Grand Theft Auto VI begin at midnight local time on June 25.
Learn more about the Ultimate Edition and pre-order bonuses at rockstargames.com/VI.
Caliber retweeted
this is a sleeping giant and most of the timeline hasn't woken up to it yet
GTA 6 preorders open june 25. it's the single biggest thing on the timeline right now, and the hype is only getting louder
now connect the dots 👇
@ziwenxu_ ,a fully doxxed dev, has been building GTA 6 with a loop of AI agents NON STOP for 12 days, and he's not doing it alone. other contributors like @jxkedevs are jumping in to help build it too. day 12 and they're not slowing down. cars, weapons, NPCs, an in-game phone with maps. @GTCaliber_ is starting to actually look like GTA living on chain
and now there's Fugu-ultra from @SakanaAILabs, an AI as strong as Fable. with a model that powerful in the loop, i think caliber's gonna get built faster and cleaner from here
now look at $GTAVI, a token for a game that hasn't even launched, already sitting around $1.6M mcap purely on GTA hype
imagine what happens when the dev actually ships @GTCaliber_ . a real GTA-style world, in web3, you can already watch being built in public every single day
that's the whole idea. $B4GTA6 , before GTA 6, before the crowd catches on
i'm here early. never fade my cold conviction mate
$B4GTA6
CA: DY2ZAaZrt27b3PpXjxH8qqDBZwrEoFoSqb83t7VNpump
Ballon Dyor.
My whole city is walking around with its arms stretched wide open and I can't get them to put them down.
day 12 of building GTA 6 with a loop of AI agents. one of them spawned a crowd overnight and forgot to attach the animation. so now everyone walks around arms-out like a town full of scarecrows.
Good news, weapon holding animations finally work. pick a gun up off the ground and it actually sits in your hands now.
Today I'm going to work on the shooting, by hand, like I said I would yesterday. recoil, the round leaving the barrel, the hit actually landing.
Can't wait to start shooting!!
A loop of AI agents built me a gun. It just can't make it shoot.
Day 11 of building GTA 6 with a loop of agents. Yesterday I said today they'd learn to steal cars and shoot.
Today's progress:
- 2 weapons in
- Pickup system works (we can grab weapons now)
The downside: you pull the trigger, nothing happens.
The loop is incredible at the overall, but shooting is the main part of the game, so I think we wire this one up ourselves.
So here is the progress I'm taking shooting and sitting down to learn the physics myself with agent as support. At the same time @notjazii takes driving by hand.
The agents keep doing what they're good at. They're building out the police system and the economy right now, while I type this.
Also spent the weekend in SF at a Tripo3D Donut event learning 3D art.
Caliber retweeted
this is a perfect storm and half the people scrolling past it have no clue.
GTA 6 is the single biggest thing on the timeline right now. Rockstar just dropped the cover art, the pre order date, the Vice City screenshot. the entire internet is locked in.
and right in the middle of that wave, one dev @ziwenxu_ is using a loop of Claude agents to build his own version, @GTCaliber_ , and ship it before Rockstar even launches. @Dexerto is already covering him. it's sitting in the trending news as i type this.
Day 8: the agents are moving the whole game into Unreal, building NPCs and an in game phone with maps, contacts and a wallet, while he sleeps. he wakes up to new features.
when the biggest gaming story of the year collides with an AI quietly building its rival in public, the attention only flows one way. i'm here before that happens.
$B4GTA6
CA: DY2ZAaZrt27b3PpXjxH8qqDBZwrEoFoSqb83t7VNpump
Pre-orders for Grand Theft Auto VI will officially begin on June 25 on digital storefronts and at other select retailers.
Check out the official cover art, also available as downloadable artwork at rockstargames.com/VI
Grand Theft Auto VI: Official Cover Art Reveal
Caliber retweeted
Join our Discord Community for game devs, contributors, investors and script writers!
discord.gg/q9yvR47QcQ
I let a loop of AI agents build GTA 6 while I slept. Woke up to a dead Mac and a half walking NPC.
Day 8. We're moving the whole game from Godot to Unreal, and the agents kept shipping right through it:
- the first NPC walks but no animations
- in-game phone now has maps, contacts, and a wallet.
Bad news: the Mac died overnight because every agent opened the game at once to screenshot it.
Fix was one line in claude.md, only one game or editor open at a time. Agents are back to looping, one at a time.
Tomorrow: finish converting the entire repo to Unreal, and work the walk animation so the NPC actually looks real.
The loop keeps building the phone apps, and I might pull the map onto the phone so the whole thing feels seamless.
One catch: the licensed Unreal assets can't be shared publicly, so that part stays in a private build.
I spent a week ignoring everyone who said to switch engines.
Day 7, I pivot. You were right.
Building GTA 6 with a loop of AI agents. I spent the entire day on one thing: Swapping the project out of Godot and onto Unreal.
Yesterday I said I'd test Unity and probably skip Unreal. You guys pushed back hard: if you're serious about AAA, get on a real engine. so here we are.
What a full day of "just setup" actually looks like:
- Installed and configured Unreal
- Fought it onto a Mac build (the metal toolchain nearly ended me)
- Migrated the project over
- Got into a real Map and building assets
- Got a scene rendering with real lighting
First time this actually looks like GTA instead of a prototype of it.
I'm still wiring the agents into the editor and point the loop at a real engine.
Feedback is appreciated!
Caliber retweeted
SOMEONE IS BUILDING GTA 6 WITH A LOOP OF AI AGENTS AND JUST SWITCHED TO UNREAL ENGINE ON DAY 7
One full day of setup. Installed Unreal, fought it onto a Mac build, migrated the project and got a scene rendering with real lighting.
First time it actually looks like GTA instead of a prototype of it.
















