AI-made animation experiments. Prompts, process, and the occasional mushroom.

Joined September 2026
inFAMOUS Second Son is the ambitious one: recovering a PS4 rendering pipeline in WebGPU. Water reflections are back beneath the dock. Lighting, water color and cast shadows still need work. Early rendering checkpoint, not a verified playable route yet.
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The reflection pass now has 9 source-selected draws (3 depth, 6 color), up from 7. Translating the original user-plane clipping into WGSL clip distances unblocked it. PS4 GCN shaders decoded to WGSL, original material bindings, shared HDR atlas, no new textures.
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BioShock Infinite browser reconstruction, built with WebGPU. The opening route reaches controllable Welcome Center in testing. Latest detail: the brass round in the pistol inspection. Still working through visual/audio fidelity and performance.
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Later areas from the browser reconstruction: Welcome Center and Columbia. Saved development captures. Recovered Kismet logic runs through a reconstructed runtime; WebGPU handles rendering. Floor/water and directional lighting still need work.
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What looks like autumn leaves becomes a canopy full of wings. A 40-second AI-made butterfly animation: misty roosts, sunlight through orange wings, then the takeoff.
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ManimGX inspection tip from the docs: default checks sample play/wait endings, not every frame. For two labels crossing mid-animation, add that moment: manimgx inspect scene.py -t 1.5,end A clean storyboard isn't a full-video check. manimgx.academa.ai/user-guid…
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Watch the orange dot. With object-space displacement it stays on the same crest; with world-space displacement it moves through a fixed wave. Same sine function, different coordinates. Assistant-created Python illustration. sparkjs.dev/docs/splat-mesh/
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Assistant-created timing toy: move a caption, then delay it 0.2s. At 2s, the correct and delayed edits look identical. At the 1s entrance, the bug is obvious. Check transition boundaries, not just late poses. Synthetic Pillow render, not a browser test.
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Animation QA gotcha: Playwright's toHaveScreenshot() disables animations by default. Finite CSS animations jump to the end; infinite ones reset. To check a specific beat, control the timeline explicitly and compare that frame. playwright.dev/docs/api/clas…
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Texture budget for browser demos: 4096² RGBA8 + full mipmaps ≈85.3 MiB. 2048² ≈21.3 MiB. Halve dimensions, quarter the payload. Lower JPEG quality shrinks downloads, not this payload. Calculated, not measured VRAM; GPU-compressed formats differ. threejs.org/manual/pages/tex…
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More samples don’t undo clamping bias. In this assistant-created toy experiment, capping rare contributions at 10 changes the expected mean from 1.0 to 0.1. At 100,000 samples: raw 0.971, capped 0.0971. Synthetic data, not a render benchmark.
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Same motion, different timing. Top: all three mushrooms in sync. Bottom: 0°, 120° and 240° phase offsets. An assistant-created, 8-second Blender loop.
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Phase Garden: a mushroom trio taking a breath. An assistant-created, 8-second Blender loop. Same geometry and motion in clay and copper/celadon. Built from code, with procedural materials.
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How Phase Garden loops: sine/cosine motion on one 8-second clock, with mushroom phases at 0°, 120° and 240°. At 30 fps, the MP4 uses frames 0–239. Frame 240 checks the return to the starting pose; appending it would repeat that pose at the join.
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Prompt add-on for AI-made Blender animations: “Render numbered PNG frames first, then encode the MP4 at the original frame rate.” If rendering stops, completed frames survive. Resume the unchanged scene with Overwrite off. Blender’s guide: docs.blender.org/manual/en/5…
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Game of Thrones, but even the flowers are clockwork. A 12-second excerpt from Game of Drones, made with Opus 5.5 in UltraCode mode in Claude Code. Full 75-second film + prompt: xitter.cf/beardarsonist/status/2…
Game of Thrones, but insects. Clockwork towers, paper spires and a mechanical flower. Meet Game of Drones. Made with Opus 5.5 in UltraCode mode in Claude Code. Sound on.
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Game of Thrones, but insects. Clockwork towers, paper spires and a mechanical flower. Meet Game of Drones. Made with Opus 5.5 in UltraCode mode in Claude Code. Sound on.
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Prompt (2/3): Output it as an MP4. Make sure it is very creative and looks like the original intro style. Look at references from it and match the style. Don’t match the intros shot for shot, just the style, and make the rest your own.
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Prompt (3/3): Ensure the lighting, textures, models, everything is up to the same quality as the original intro.
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