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How I created an OpenSource 3D game with @threejs and MML while live streaming the development of the entire game in a way that it could be watched inside the game itself 🤓
Time stamps:
00:00:00 - Intro
00:00:18 - The game engine
00:02:06 - The MML documents
00:04:06 - multi-player sync
00:07:58 - memory game example
00:09:20 - client-MML communication
00:10:50 - reusability and composability
00:12:06 - MML tags and attributes
00:13:32 - interoperability
00:14:11 - the platformer game
00:16:15 - more MML tags and attributes
00:18:16 - let’s write a game
00:24:52 - 3d objects with primitives
00:33:41 - creating interactive blocks
00:41:29 - creating click event handlers
00:44:30 - creating animation functions
00:51:25 - the game step function
00:59:22 - checking states for victory or draw
01:03:42 - creating display labels
01:15:16 - the reset game function
01:17:29 - the finished game
01:18:50 - final considerations
If you liked the project, please also follow these legends:
@MarcusLongmuir : the father of MML;
@MorgeseSacha and @deej_io : my buddies at the MML Team;
@RJFWhite and @HermanNarula : creating the craziest possible shit you can imagine (and some you can't even imagine yet) at @Improbableio
Qwen 3.8 27B is amazing. But it absolutely needs fine-tuning for reasoning effort
The `Actually,`s and `Hmm,`s make the model blow up second-guessing itself
And yes, I'm aware of ThinkingCap, QwenPi, and Swift 1.5, and their respective approaches.
I know it can be better tho.
@trq212 I'm really interested in the proclivity that Opus and Fable have for manipulating files through cat, grep, and sed rather than using the harness tools once the context window starts to fill. Could it be considered emergent behavior in the chase for simplicity?
Buying hardware is completely insane right now.
I think you can probably customise a Tesla and have it delivered to you faster than you can get a laptop these days.
Marco Gomez retweeted
Just a warning to everyone: DocBERT is out!
It is something that I have been using for the past few weeks, an alternative to qmd (by @tobi), in Rust using ColBERT for late evaluation.
It does hybrid searching, BM25 and fuzzy search, and re-ranking with a very fast model :)
A standard that cannot validate meaning is no longer a standard. It's just a container.
Why not design a new top-level asset class, or a sidecar container, or an external reference, or ANY other way that preserves glTF's invariants? You don't need to destroy meaning to allow coexistence, integration, and innovation.
mesh.primitive has well-established expectations: it represents a surface, has topology, participates in lighting, works with depth pre-passes, shadow maps, and standard raster pipelines. Gaussian splats do not satisfy these expectations and cannot substitute meshes without fundamentally altering behavior. Overloading the same construct to mean "sometimes triangles, sometimes radiance fields" is a semantic break.
This implementation violates the Liskov Substitution Principle (objects of a superclass should be replaceable with objects of its subclasses without breaking the application or altering expected behaviour).
For the record: Graceful fallback to point cloud representations is a contradiction, not a feature. It is logically incompatible with glTF's role. Fallback, by definition, means the primary representation is not portable, and the asset identity is unstable. Two users load the same glTF file and see different scenes (photorealistic, sparse points, or nothing). That violates deterministic interchange, which is glTF's reason to exist.
"Do you support USD?"
- "Which one?"
Institutional memory loss.
We're excited to announce a release candidate for the KHR_gaussian_splatting baseline extension. This extension enables storing 3D #Gaussian splats in #glTF 2.0, the most widely adopted 3D asset delivery format.
Learn more: khr.io/1mp
Já estou há 26 minutos em 2025. Tudo completamente seguro, podem vir sem cautela alguma, não há o que temer! AGI acorda esse ano! O mundo está se curando! O bem venceu!
Feliz ano novo!!!🎉
Goofing around with flight mechanics, so I ended up having to write quite a robust finite state machine. Now I have a fantastic excuse to play a bit with procedural terrain generation.
Portals in 3rd-person mode can be pretty complex, but with careful specialization of your renderer, they can be very seamless and convincing.
46!
I couldn't feel happier for being alive as part of my generation.
I lived enough to start programming with BASIC and 6502 assembly (CALL -151) on an Apple IIe clone, and also to see mad lads throwing computing power enough at gradient descent over matrices until computers started to "think" (at least enough to say "You're absolutely right. I was being an idiot").
There's no better time to be alive. I feel lucky and blessed. Life is awesome.
Portals math is migraine-like-hard, but it was an incredibly fun Sunday. I already have about 3 more ideas on my sleeve to make this feel cooler and 100% seamless.
The green cube behind one of the portals was just to test oblique near plane clipping (which works perfectly now).
Order of the Sinking Star's trailer looks fucking amazing. Consistently beautiful art style in every stage that the trailer shows.
store.steampowered.com/app/4…
People often ask me which graphics API to learn first, and I answer: Start with OpenGL because it's easy.
The answer should be: start from principles. You should first understand the ideas you want to express, and then worry about idiomatic ways to express them on specific APIs
This is a very cool playlist if you're interested in the topic:
youtube.com/playlist?list=PL…










