Gamedev / tools - Co-founder @unbound_io with @rianflo Made @clayxels , @nauticrawl and lots of failed stuff. Ex. DreamWorks, MPC VFX, Lionhead Studios

Real-time AI for 3D, meet ultra fast low-poly mesh generation with Tripo 🤝
The Tripo API is now integrated with @unbound_io. Bring Tripo P2's clean, editable quad topology directly into a real-time sculpting loop. Edit live 3D geometry and export production-ready assets instantly. No endless cleanup or Blender skills needed. Generated with Tripo. Sculpted in real-time with Unbound.
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Roblox competitors watching the last bit of audience attention dripping over to game boy games development 🫠
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The future they promised us is finally here 😆
Bro is programming his @chatgpt @modretro with a steam deck at DevDay 😂
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Waking up to Sam Alt annoucing the game boy codex plugin. Wait, what.
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Andrea Intg. retweeted
I put an AI inside a Game Boy Color She has 192 bytes of consciousness :) Meet Rei A tiny LM (~370K params) with memory registers and an emotional state If you leave her alone she gets bored and starts observing the world Runs entirely on the GBC. Nothing external. Trained from scratch.
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Asked opus 5.5 to make a bunch of stylised SDF heads all at once in Unbound Loop. Each head is its own SDF primitive container, fully editable while the real-time AI works on top. I especially love the very serious looking punk guy in the bottom left corner 😄
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Andrea Intg. retweeted
How about this.
Since everyone is one-shotting stuff, I wanted to try this too on this weekend: nitter.net/rianflo/status/2037606… as the top level input for @xandurglar's Terrain Diffusion to enable "procedural art-directability". Evaluated on ONNX webgpu execution provider ported to @SebAaltonen's NGA/slang. (yes, claude code also approves of NGA, because its easier to reason about, duh). Visibility buffer style renderer. Whole world is physical. Small patches to @jrouwe's Jolt to make it the single source of truth for all world state (physics-engine-as-not-an-after-thought) No MCP as to @wvo's now obvious suggestion. Instead LUAU stdio based agent instrumentation vehicle. Avoids multi-turn since the coding agent can write more complex inspection in a single turn. Specifically told it to make placeholder art because I couldn't stand seeing another 0.1 sigma art style.
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How game design works explained in one tweet
I made pacman 3D and it’s a horror game now 😂 pacman.badgames.lol
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Over the next few weeks, months, years, we'll see incredible use of AI and it will often cause a paralisys for creators, "why do X when AI can do it". I sure had a melt-down last week with Opus 5.5 spitting out assets, worlds, games. My conclusion after some thinking over the weekend: When that happens, try to imagine your idea or wanted skill as if soneone else achieved it instead. Brilliantly executed or mastered. If you can imaging feeling respect or genuine envy for someone else to achieve what you wanted, it means it's f*cking worth it, go achieve that thing regardless of what AI can do. I think there is no wasted efforts. Efforts make you a better person, period.
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Spent some time over the weekend playing Brogue on my little 2012 thinkpad x230 😍. More and more tempted to try my own classic roguelike spin.
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So, uhm, all games are now open source I guess 🫠
This is also what it can do with Fox vs Duck (piped.video/watch?v=a5Sgzv4j…). Compare the original to what it came up with for a lofi device!
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Andrea Intg. retweeted
Getting there. Emissive SDF model into a 1/32th resolution cone gather lights the scene well enough.
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Stuart has been making such lovely interactive scenes, amazing to think there's no game editor involved. Asset creation then straight to threejs, what a time to be alive.
A bit of the character creation process for the game I'm working on. I'm not using a typical character rig, so I'm generating individual components using @unbound_io and stitching them together with basic primitives and physics behavior using Opus, #claudeCode, and #threejs.
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Asked Opus 5.5 to make me an SDF warrior frog using Unbound Loop MCP -> real-time AI augment -> Tripo Smart Mesh P2 output. Cool workflow if you need everything to stay editable and iterate on those assets.
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This is midjourney + minimax H3, it's quite beautiful but forget slop or non-slop for a second. Imagine you make an image yourself, then use video-gen to explore what you want your game visuals to look like BEFORE there's even any code or asset 🤯
to the harbor
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Improving the output workflow in Unbound Loop, so I made a warrior frog to test things out🤷🐸
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Actually Opus 5.5 made it, I just can't get used to saying it.
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Andrea Intg. retweeted
Create lightweight 3D game assets from your densest, most detailed meshes using Unbound Loop's newest retopology tools. Try it out for free 👇
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