Tone (@InOneProjects) header
Tone (@InOneProjects) profile picture

Education, Software, Game Dev, AI. Currently working on Summoners

Joined April 2026
Photo by Tone (@InOneProjects)Photo by Tone (@InOneProjects)Photo by Tone (@InOneProjects)Photo by Tone (@InOneProjects)Photo by Tone (@InOneProjects)Photo by Tone (@InOneProjects)Photo by Tone (@InOneProjects)Photo by Tone (@InOneProjects)Photo by Tone (@InOneProjects)Photo by Tone (@InOneProjects)
Send this to your best EU employees when they're back mid-September.
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What if you could npm install 3D models? Introducing Vibe3D - the shadcn for threejs Starting with the scifi asset kit, over 180+ models, all free and oss (MIT licensed) and two reference terrain meshes. All models are installed directly into your codebase instead of pre-packaged as code imports or worse yet, FBX files 🤮 Docs: vibe-stack.github.io/vibe3d This means, a simple "bunx vibe3d add @scifi-kit/pressure-gauge" will install the fully procedural code Want to change something? just tell your ai to do it It uses some shared helper code to produce the topology and at least per kit all items reuse and share the same materials, so technically performance should be better than letting your ai run wild on its own. Also releasing with it two skills: - Vibe model skill to produce your own models and kits, just "bunx vibe-model --global" and tell your ai to vibe model some 3d assets with a reference photo, you'll see it works - Vibe terrain "bunx vibe-terrain" installs the terrain mesh modeler, yea just try it out, best results with opus 5 ngl Everything is MIT licensed, i was just joking, no hate for unreal or unity Threejs still the best tho 🖕🏻 If you just want to see all 3D models up close: vibe-stack.github.io/vibe3d/… Yea, you can also just vampire it and download all modes as .glb files, good luck fixing some of them then though Big thanks to @threejsassets for contributing 50 assets to the scifi kit! Everyone who spends some tokens on it will be added to the contributor list Oh and before i forget fuck you kenney, we roll our own kits now
Procedural rocks in threejs at 2k resolution with moss, lichen, wetness and snow and detail preserving LOD final polish, going for release next stop saying i can't get to AAA quality i can
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Tone retweeted
Water usage has been a hot topic in the AI data center world, but the numbers may surprise you. According to the Manhattan Institute, data centers use 0.2 percent of daily water usage in the U.S. and that number has dramatically decreased in the past few years due to a new method: liquid cooling. By moving to 45°C liquid cooling, AI factories in favorable climates can use dry coolers instead of conventional cooling-tower-based systems, cutting facility cooling water use from roughly 2.6M gallons per MW per year to near zero. Liquid cooling enables AI factories to be both water and energy efficient, while creating opportunities for heat reuse and dispersal to local communities, allowing these factories to become energy grid assets. Learn more below ⬇️ nvda.ws/4gAVGoJ
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By all measures, I think most any developer can do an outstanding job with $100 Codex subscription and $60 Cursor subscription. Using headless `agent -p` delegation to Composer 2.5 coupled with GPT-5.5 High offers massive output.
Optimal Model Routing Strategies Using the great SWE bench from @tryramp we can calculate "optimal" model routing strategies for that dataset. As you can see below, running your tasks through Qwen 3.6+ first and then failures through GPT-5.5 or Fable 5 provides savings of nearly 50%. We can compare this to a "God" Router (one that knows the exact model to route to in advance). This is akin to Musk's "Idiot Index". My personal favorite is GPT-5.4 Mini to GPT-5.5. While this is slightly more expensive than Qwen 3.6+ at API prices, given the subscription that @OpenAI offers your net spend would be less. It's a simple but powerful heuristic.
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I've spent the last 6 months and 200+ hours making the best looking water on the web. Today, I'm launching Three.js Water Pro V3, the most advanced iteration yet 🚀 What's New ✅ Completely overhauled wave simulation and lighting ✅ Multiplayer-ready determinism ✅ Persistent wave-crest foam ✅ Sea spray emitters ✅ Wake generators ✅ Rain ...and much more! Learn more 👇🏻
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Opus 4.8 is live in Claude Code today. A few things worth knowing: 🧵
Introducing Claude Opus 4.8: it builds on Opus 4.7 with sharper judgment, more honesty about its own progress, and the ability to work independently for longer than its predecessors. Available today at the same price.
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You can build an entire movie franchise on a MacBook Air. RAINBOW SUN.
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pretty wild how i could animate fairly realistic armored combat with homemade action figures and hollywood still can’t figure it out with an infinite budget
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Something to make clear here - a few people have mistaken me for one of the actual reviewers for #vibejam . I am not and have not claimed to be. This is just me looking at all the games because I wanted to. I'm giving out impressions but don't have any actual bearing on the competition. I'm just a participant like the rest of you.
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Replying to @InOneProjects
nitter.gq/heygeorgekal/status/20… yes, it comes with a built in mcp and you can watch notifications and history of what your agent is doing straight from the Byrsa editor
Byrsa, my Three.js-based game engine, now comes with native MCP integration 🤖 See in real time inside the editor what the connected agent is doing as it works. Available in beta soon.
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Thank you so much for your support, you have no idea how important it is to me🥲 Twitter is the only place I can get visibility (and I bless the holy algorithm). I made this post because I had a bit of a mishap, I'll try to keep it short. For three years now, I've been trying to find a publisher. After the first attempts which did not succeed, I decided to launch a Kickstarter campaign, but it failed. So, as a last resort, I launched an early access version. Unfortunately, it still hasn't taken off, so I continued playing solo and I'm now tackling a large part of the game which features stunning environments. I figured that should pique the interest of publishers, so I sent my pitch to several. Days went by, and strangely, I didn't receive any messages whatsoever. Then I realized that my gmail had a storage problem and the emails hadn't been going through for two weeks. So I might have missed a lot of opportunities with the publishers I contacted; I'll never know. I resent my application, but it was so demoralizing that I made this post here. I'm glad it had some effect. I'll keep you updated on how it goes. Thanks again for all the feedback and love you've given me !
Desperately looking for a publisher so I'm posting all the cool shit I've made over the last 6 years here.
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Tone retweeted
We’ve identified a security incident that involved unauthorized access to certain internal Vercel systems, impacting a limited subset of customers. Please see our security bulletin: vercel.com/kb/bulletin/verce…
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Desperately looking for a publisher so I'm posting all the cool shit I've made over the last 6 years here.
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Having actually used it now for my game's UI, I can really say that Retro Diffusion's UI panel generator style is seriously useful. Even if you don't get all the pieces you need, you can pass it back into the RD Pro Edit model to make changes , it's super easy.
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If you're working on a game for #vibejam and want to really take your pixel art assets to the next level, I'm sending $25 of Retro Diffusion credits to anyone using it for their vibejam game! I've already made two games myself using assets entirely from Retro Diffusion :)
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