This game is entirely "vibe" coded.
I spent 6 months using AI to replace Unreal Engine from under our game Em-8ER.
Now we're developing 93x faster than we ever did before with Unreal. Because our engine is developed to be 100% AI first instead of tacked on.
It is not a toy one shotted overnight, it is a production ready engine.
I made a big bet that this was the future and now I'm very confident it is. You don't need to license an expensive game engine anymore.
Today's update features:
- Advanced character animation system
- World collision meshes
- AI assisted Blender anim exporter and workflow
- Character outfits and outfit swapping
- Physic driven character effects
- Fully networked client/server player capsules
- Pilotable vehicles
- Waifus
The engine is called Kun-Zhi, the Tibetan word for "Ground of all" that the world springs from.
This engine will be released to the public, starting with backers first.
Today we're opening up to public backers again after a quiet building period where they were closed. If you would like to support our engine work and get the game, you can subscribe as a patron, or purchase a game backer pack on sale at 50% here: my.em8er.com/perks
Corporate sponsorships are available. Send a DM. Current partners include Razer and AMD.
Follow and subscribe for our first "How To" articles on AI coding and gaming dropping tomorrow.
Caturday Week35. #MiniMaxH3
MiniMax H3 Test.
I tested H3 intensively, and it has all the same flaws as Seedance2x.
The biggest issue: it's still not a video model friendly to anime-style content :|
First, there's limited support for anime art styles—just like Seedance, if you use a base image with high S or P values, the output video easily distorts.
Then there's the random frame rate upscaling problem, which actually stems from the model's inability to properly understand true frame rates.
So H3 shares Seedance's flaw of not knowing when to sample frames during animation generation—and it's even worse in this regard.
This also leads to another common issue in Seedance: inexplicable 2D-to-3D-rendered-2D artifacts, and H3 suffers from this problem too...
#cat #Caturday
AI is getting crazier.
Animate migration...
Seedance 2.0 just made this...
#Seedance2 #aivideo #AI美女
逆熵而行-伯劳 The Shrike
伯劳 The Shrike,《海伯利安》系列中最具标志性、最恐怖,也最令人着迷的核心谜团... 它不仅是一个怪物,更是一个神格化的存在,被称为**“痛苦之王”(Lord of Pain)... 它身高约三米,全身由类似于铬钢的未知金属构成,既像是有机体,又像是机械体; 它逆熵而行,可以随意在时间的洪流中穿梭,常规的能量武器、物理攻击对它几乎无效。它似乎处于相位的不断变化中,既在当下,又不在当下... 伯劳和光阴冢一样,是携带“逆熵场”的物体,它们是从未来向过去移动的。这意味着随着时间的推移,我们是在走向未来,而它们是在走向我们的“现在”。 它超越了普通怪兽的范畴。它没有台词,没有情感流露,却像某种宇宙法则一样冰冷、精准且残酷。它是连接人类、人工智能、时间与神性这四个宏大命题的纽带...
The Shrike, the most iconic, terrifying and fascinating enigma in the Hyperion series... It is not merely a monster but a god-like entity, known as the "Lord of Pain"... Standing at about three meters tall, its body is composed of an unknown metal resembling chrome steel, appearing both organic and mechanical; it defies entropy and can freely traverse the stream of time, with conventional energy weapons and physical attacks having little effect on it. It seems to be in a constant state of phase shift, existing in the present yet not in the present... Like the Time Tombs, the Shrike is an object carrying an "anti-entropy field", moving from the future to the past. This means that as time progresses, we are moving towards the future, while they are moving towards our "present". It transcends the category of ordinary monsters. It has no lines, no emotional expression, yet it is as cold, precise and cruel as some cosmic law. It is the link between humanity, artificial intelligence, time and divinity, these four grand themes...
#休伯利安 #HyperionCantos #scifi #scifiart
#科幻 #伯劳 #TheShrike #熵 #熵增定律 #逆熵增
🤖 Made with AI
💬Prompt:
in the ALT...

ALT ultra-realistic studio portrait of a confident and elegant young woman, sitting sideways on a single metal chair, legs crossed. She has long, wavy, black hair in a high, messy ponytail. Wearing an elegant black dress with thin straps and a low back, with thigh-high patent leather boots. She is looking intimately at the camera, hands slightly raised. Minimalist studio background. Professional, soft, defined studio lighting creates subtle shadows, enhancing her features and the textures of the dress and boots. Full-body or three-quarter shot.










