Iscream (@iscream3d) profile picture

- I build tools for human and AI. - was a 3D artist My Game(s): - https://xitter.gq/t.co/ILNcuCZjDE - Royal Fiesta (coming soon)

france
Joined June 2009
Photo by Iscream (@iscream3d)Photo by Iscream (@iscream3d)Photo by Iscream (@iscream3d)Photo by Iscream (@iscream3d)Photo by Iscream (@iscream3d)Photo by Iscream (@iscream3d)Photo by Iscream (@iscream3d)Photo by Iscream (@iscream3d)
Replying to @makro_art
It’s a cruel psychological test imposed on developers. Lie on the question and thrive, or disclose and have your studio’s livelihood crushed by a cancel mob. That which cannot go on forever eventually ends.
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Iscream retweeted
made some updates to my @kaigen3d tech demo and published it to @wavedash there are now, actually, 5 million bugs
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Iscream retweeted
So, the French socialists, and Parliament members just voted a tax, that they don’t understand, which would cost VideoLAN more than 1 million euro per year. They are probably the most clueless politician on Earth? And they claim they want technological sovereignty… @LaurentLhardit
#PJL2027 Adopté par l'Assemblée nationale : la "taxe assise sur les flux de données numériques émises par les fournisseurs de contenu et acquittée par ces derniers" Selon les députés PS, "au taux de 0,055 € par giga, un rendement de 10Md€ est attendu". assemblee-nationale.fr/dyn/1…
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Iscream retweeted
Been thinking a lot about AI disclosure for games, since it's been a hot topic. Steam requires disclosure for player-facing content created with the help of AI tools, but says efficiency gains from AI development tools aren't the focus. Let's say I'm making a tree mesh for my game. Two obvious endpoints: • I manually model it in Blender. No disclosure. • I generate it using Tripo/Meshy. Disclosure. Now let's interpolate from t=0 to t=1: 1) I model the tree, but use a Codex-written exporter. 2) I model the tree, but use Codex-written UV, LOD and geometry optimization tools. 3) I model the tree, but write some scripts, with Codex help, to automate branch placement, leaf distribution, etc. 4) I automate more of the modelling until I've written a procedural tree generator. 5) I design and write my own procedural tree generator, with Codex helping debug and optimize it. 6) I design the procedural tree generator, but Codex writes the implementation. 7) I give Codex reference images, ask it to suggest improvements to my design, then implement those suggestions myself. 8) Same as above, but Codex implements the suggested improvements. 9) I give Codex reference images and ask it to design and implement the generator itself. 10) I use that generator, manually selecting and tweaking parameters until I'm happy with the trees. 11) Codex operates the generator and chooses the parameters, but I review and approve the results. 12) Codex operates the generator, chooses the parameters, and selects which trees ship, without my involvement. 13) I ask Codex to operate Blender directly and create the trees. 14) I generate the trees using Tripo/Meshy. Under a literal reading, at every point in that list, the player-facing content was "created with the help of AI tools". At what point did this cross from AI-assisted development into AI-generated art? Is this going to be the same for everyone?
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Iscream retweeted
If your game’s distributor is charging you more than $1 It’s time to publish your game to the open web instead Put your game on Wavedash
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Iscream retweeted
Steam should require developers to disclose if they used Windows during development. It was trained on the unauthorized scraping of CP/M, Xerox PARC, Mac OS, VMS, and BSD UNIX without the creators' consent.
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Iscream retweeted
WTF. This is genuinely shameful and disturbing. A creator has exposed "Moonshot AI's Kimi K3.1 promotional brief". Under 'Narratives You Can Consider,' it suggests claiming that 'China just made Opus 5.5 free to use for everyone,' GPT-6 Sol is 'no comparison,' and Chinese open-source models are just ONE MONTH behind US frontier models. It even invokes US chip restrictions to sell the narrative. Now look at this GTA demo claiming Kimi built it for $51.98 versus over $500 for Astra/Opus 5.5. That's strikingly similar to the campaign's cost-comparison pitch. I've watched demos from creators I trust, like Bijan Bowen, and the model doesn't look nearly as GOOD as advertised. At this point, how can anyone distinguish independent reviews from paid marketing?
Post 2 exposing Kimi AI That's the creators campaign docs I got from Kimi AI after their Kimi K3.1 pro release and thats the narrative they want creators to push, of course I'm out and I'm never gonna say something I don't test myself and give my honest opinion about and I don't want to be involved in this China vs US political situation.
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A lot of folks getting into game dev with ai don’t know this but, you really need to make sure your game is fun without a bunch of fancy art. Llms make it too easy to build visually rich levels with no real gameplay. That’s backwards!
Early footage of Star Wars Galactic Racer. Man I love seeing stuff like this, even before a lot of the 'star wars' stuff came in, this already looked like a blast. Such a fun game.
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Iscream retweeted
introducing ik01, our locomotion engine character movement is where a lot of three.js games fall short, so this is the piece i want to keep dialling in. bringing the best of AAA into a bite-sized environment
cooking up an open source “engine” for making playful things on the web littleJoy 𖠋
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sooooo we're building a co-op mountain bike game now.... built w/ @threejs play @ wavedash.com/games/bmx-mount…
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Iscream retweeted
Eleven v4 is INSANE! 🤯 Here's my 44-sec spec ad for it. I wrote a script of everything an AI voice "can't do." Then made Eleven v4 read it out loud. Sound on 🔊
🤖 Made with AI
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Nested Pie Menus on PieMaster! #b3d #blender #blender3d #piemaster #blenderaddon 👇Links
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BREAKING: Opus 5.5 on Medium just CRUSHED GPT-6 Astra Ultra. $21,365 in tokens for @threejs game. Just compare these two results. 2 days of non stop compute. Oh wait... That’s $REKILL V1 vs V2. Exactly 6 months apart. And yes, humans were actually involved too 😅
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I just released my video about the engine (and game) I've been working on. The engine is based on dynamic SDFs, and the video describes how it works and what it makes possible. Link in the reply! This is my first YouTube video and it took forever - please repost!
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😂😂
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Today is the day!
Lights, camera, action: our much-awaited course LUMINOR by @ewa_wierbik is out! 📸 cgcookie.com/courses/luminor…
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Late to autumn render party. #blender #madewithsubstance
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Street asset pack ready! #b3d #streetprop
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Iscream retweeted
Something is coming.👀What can it be? #b3d @superhivemarket @iscream3d
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