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A full FPS "horror" tech demo of my idTech 8 style GI implementation in @threejs
Sound on! 🔊 I spent all evening on the sound design, I hope you like it!
👇 I added further details in a thread for the curious bunch
IMHO, it’s misleading calling this a world model
It’s an impressive realtime video model with synthetic input training data for steerability
Want to know how these are trained? Here’s a simplified breakdown:
- Source millions of real videos from YouTube & generate millions of synthetic alternatives with Omni
- Run a subset of these videos through Gemini to get synthetic input token pairs to go with the videos
- RLHF those input token pairs until their human evals emit a high percentage
- Generate input token pairs for the full set
- Train a realtime video model with this data, with examples of mid-stream input and changes (that’s the synthetic part)
Now you have a realtime video model that you’ve trained to be prompt-able mid stream, up to some maximum output limit
Is this a model that we taught a subset of rules of the world, its domain & how to ascertain confident and consequence-aware states with no hallucinations? No
It is by definition a hallucinatory model. Just videos in, hallucinations out. Beautiful hallucinations
Impressive on its own without dressing it up as what it isn’t. Maybe I’m getting caught up in semantics! But I have been waiting years for a scalable world model. We got LLMs, this, and I’m patiently awaiting that jump
Matt retweeted
Replying to @modestasraz
Just pure reverse engineering -> brute agent to rebuild exactly as it is
The most surprising thing to me is that Roblox's engine can even run a game like that
I'm sure stuff like culling / tickrate will all be off but it seems you can build some pretty ambitious stuff there!
This is a two sided equation, as one sided as it seems
- Users chose Steam. There's no platform exclusivity contingency on revenue
- Indies & Studios would definitely benefit a cut
- It's not a blackhole. Hardware & Software R&D, which Valve have been scaling YoY can easily sink billions and will likely scale
- It's not impossible to disrupt - but it is more difficult than say subscription non-ownership models like Netflix
To play devil's advocate, I also wonder if Valve's employee-led investorless structure has led to a stagnation in spend and risk taking.
It might just be a group of happy nerds (nothing wrong with that) looking to protect their business and take slow bets. Fair - they built it.
But I wonder what disruption looks like. Is Steam Auth -> Ownership verification enough to transfer your library + achievements to a competitor with enough connections? The link would certainly be plausible with AI, if terms allow it
What if @wavedash decided to become the alternative to Steam? Reposition as the gaming everywhere company. Browser or Desktop - ownership across both. imho they're positioned brand wise - they already look like a strange mix between Perplexity & Steam (odd UI choice tbh lads, just my opinion)
I'm gonna spell this out because this issue is deceptively subtle:
1. The Steam client and infrastructure is somewhere between "not that hard" and "trivial". It's a download service attached to a payment processor with a smattering of services on the side. Cloud providers handle all the infrastructure these days.
2. Steam takes 30% of gross revenue; ostensibly for the privilege of using these services, but in reality it is purely to get access to the massive Steam userbase.
3. Steam users love Steam and having their whole library in one place. It works. It's dependable. It has sales and cards and achievements, oh my!
4. PC developers have no option but to distribute through Steam or lose the vast majority of sales. Not releasing on Steam destroys the business model.
5. Therefore, no amount of competition will ever unseat Steam. People post-hoc rationalize this with memes about how gracious Gabe is. And how brilliant their services are. But realistically, no avid Steam user wants other stores to succeed.
The mere existence of other stores risks splintering their precious collection. They are "all in" on Steam. Invested.
Even if an alternative were objectively better, by whatever metric you care about, it would still be of no interest to Steam users. They would in fact find it to be a problem and a threat to their investment.
Competition in this space is not only uninteresting to most Steam users, it's actively denigrated!
The CONSEQUENCE of this situation, is that 30% of all gross revenue is siphoned out of the PC games industry into a black hole.
It doesn't recirculate into studios.
It doesn't pay any bonuses.
It doesn't fund any sequels or DLC.
This is a particularly insidious tax because it's well hidden. It's a second order effect. Most Steams users don't know, and the few that do never consider the aggregate effect this has on their favorite hobby.
It's undeniable that, at this point in history, Valve could EASILY lower the distribution fee while maintaining healthy margins. But they don't have to.
Users are locked into Steam and therefore developers are stuck paying 30% of gross revenue to Valve.
The irony is that Steam users, the very ones maintaining this unbreakable stalemate, would benefit the most from a better financed game development ecosystem.
I don't think this is fixable. It's just sad.
Readers added context they thought people might want to know
Steam calculates its revenue share on net revenue after adjustments for refunds, chargebacks and taxes, not gross revenue. It funds Steam's platform services and infrastructure including distribution, Workshop, multiplayer tools, cloud saves and discovery features.
partner.steamgames.com/doc/finance/pa…
partner.steamgames.com/doc/finance/ta…
partner.steamgames.com/doc/features
Oh man, I missed the star line of the article.
"If you don't speak English, you need to find a different community."
Some people are truly evil. Look, I think 95% anti-AI are honestly mislead. Posts like this however, are simply discriminatory.
And if
- you have severe dyslexia
- have tried to learn to code but don't have the capacity
- have mental focus & clarity disorders like ADHD
You're not welcome. Begone, lesser people!
Us native-english luddites are the only ones entitled to post in this forum. Because I said so.
Wanna write a good policy for open source software? Keep it like it was:
- No aggregious self promotion
- No illegal use cases
And, if you have the capacity, build good software. The average AI output is pretty crap - but learn some things and you'll deviate from the average fast. We should be encouraging self-competency WITH AI, not "anything but"
r/opensource Reddit mod thinks they know better than the creator of Linux
Or rather, they are having a wonderful power trip thinking they have any real influence over actual open source
Checks out 😂
Here's the best candidate so far
I dub this "Multirate cellular multimaterial physics simulation" 🤪
It's very flawed, but closer than any available papers for what I'm trying to achieve
- Made up of cells that are within bricks
- Each cell can represent n materials. For example, one cell could be a mixture of water & sodium chloride (salt). I'm not trying to represent individual elements
- Each material has a mass within that cell
- Materials are described with melting point, boiling point, density, conductivity, viscosity, viscosity temperature dependence, solubility & several more things
- Reactions are not procedural - they're defined. For example, wood heated up doesn't melt - pyrolysis occurs and we get charcoal, smoke etc
- Most things are a simplified representation, but you can do some cool things like boil water and have salt left at the bottom
There's a ton more to it, but it would require a whole blog post, which I will write up. There's a ton of disadvantages to the way I'm doing it, which I'm now chipping away at.
I have a 40km x 40km memory view based implementation right now that is running at 60hz, which means the guard to ensure "priority active bricks (sets of cells)" are active is needing to prioritize too many bricks to achieve the 4x 240hz target
240hz is unnecessary though, and just a way of "napkin math" assuming it will scale to devices not as powerful as mine. 30hz is more like it.
The large terrain one will clearly tank on anything worse than an M4 Max though - which either isn't good enough, or I need to accept certain distance-scaled things like a volcano 15km out isn't plausible
I've given Claude some candidate architectures for "huge physics simulation on steroids". Those candidates are pie in the sky roughly worded computing ideas, badly worded by me.
Because this project hinges on the technique's ability to process & compute huge amounts physics information super efficiently
Efficiency, I am certain, will come at a tradeoff of accuracy & deterministic solving
I will take inaccurate, chaotic, staggered & interleaved updates AS LONG AS it feels fun as fuck in realtime and you can't really notice. Our brains can only pay attention to so much anyway, and I plan to take full advantage of that in how the solver decides what to solve and at what "zoom" level!
Unless of course, you're trying to do several chemical reactions in a 1km lake or something. Then you expect shit to slow down
But even then, I'd rather the physics to slow & not the game freeze (or perhaps some time slowing effect while stuff catches up!? the matrix tearing haha)
Probably the first ever voiceover I heard in a game was Duke Nukem. Or it could’ve been MGS
But I didn’t know Jon did SO many voices in other games I played
Holy shit what a legend!
Matt retweeted
Hello, I'm Felipe! I'm a 3D Env Artist and Level Designer, currently at Apogee Entertainment, as well as Lead Artist & Level Designer on Twisted Tower.
I'll be sharing artwork and updates on game development projects here. Open to new opportunities!
felipecaravelli.com
I've given Claude some candidate architectures for "huge physics simulation on steroids". Those candidates are pie in the sky roughly worded computing ideas, badly worded by me.
Because this project hinges on the technique's ability to process & compute huge amounts physics information super efficiently
Efficiency, I am certain, will come at a tradeoff of accuracy & deterministic solving
I will take inaccurate, chaotic, staggered & interleaved updates AS LONG AS it feels fun as fuck in realtime and you can't really notice. Our brains can only pay attention to so much anyway, and I plan to take full advantage of that in how the solver decides what to solve and at what "zoom" level!
Unless of course, you're trying to do several chemical reactions in a 1km lake or something. Then you expect shit to slow down
But even then, I'd rather the physics to slow & not the game freeze (or perhaps some time slowing effect while stuff catches up!? the matrix tearing haha)
WOW
Also, it’s so good, it says “Made with AI” when it’s literally from the shader
I love realtime graphics 😍
I mostly quote tweet my own tweets
Riding the coattails of my own content
Wtf are coattails really anyway
Re-did everything from the ground up. Many learnings from the last few experiments
Now we have efficient realtime destruction - from small scale, all the way to placing & removing ~1km of terrain
Lots of cool tricks going on here 😊 huge potential for DBZ-style fights!!
The next challenge here is to add temperature to all the packed data
Everything already has a material - and at startup a static list of all materials is its boiling, freezing point, thermal & electric conductivity, mass.
Then we can dump some oil in the ocean (super eco friendly), watch it sink, metal some rock to create islands & create artificial glaciers with some insane weather


















