AI Engineer redesigning workflows for business -Tripo embassor @tripoai -Solo indie game: https://xitter.cf/t.co/nhw1YTjNkS -Founder @ https://xitter.cf/t.co/PK2GuHnq8M

Sao Paulo, Brazil
Joined June 2009
First time building a gUI with Blender MCP +Astra +Tripo This is insane. Html preview for AI is dead.
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Vibe coding with Unreal Engine for the first time! Tripo CLI → Blender → Unreal Engine The animations and VFX are on a whole different level. The only downside? I can't deploy it directly to the web. I'll need to find somewhere to host the game so people can play it.
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First deployment! I decided to go with Spawn to get things started. Unreal Engine still takes the VFX, animations, and overall visual quality to another level, but Spawn makes the game instantly accessible through a browser. And the best part? People are already playing! spawn.co/@luccacerf/ashendee…
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A lot of people ask me how I build games. Well, it's pretty simple and I call it "vibecoder dream" Before going to bed, I give a simple game idea to Tripo CLI + Unreal CLI, then, using ORCA CLI, let Fable orchestrate everything at max effort, with 10+ Opus 5.5 agents running at high effort. By the time I wake up, I usually have something like this.
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Ashendeep is an endless co-op roguelite dungeon crawler vibe coded with Tripo and Unreal. I honestly thought people would dismiss it as AI slop. But Unreal Engine is on another level compared to Unity. A real game changer for AI-assisted game development. After all the feedback, I'll try to release it on Spawn or Steam.
Vibe coding with Unreal Engine for the first time! Tripo CLI → Blender → Unreal Engine The animations and VFX are on a whole different level. The only downside? I can't deploy it directly to the web. I'll need to find somewhere to host the game so people can play it.
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Quick update: I can't deploy on Spawn without rebuilding the entire game from scratch. Steam charges $100 per game, and I built this game on a Mac, while ~95% of Steam users are on Windows. Not exactly ideal for a quick playtest.
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After 2 days of building a character factory with Fable 5.5 w/ multiple opus 5.5 agents, I've finally hit a real 3D AI harness: Tripo P2 -> Blender -> Cartwheel -> Cascadeaur -> Unity CLI
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That’s interesting ! I will try it out.
You can now build 3D games with fluid, expressive character animation—without learning to animate each action yourself. Manus handles the rigging and animation for you, so you can build more of your game on your own. What used to take a specialist hours of work is now built in by default.
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Grokbot , dotz, and now, Duet
We’re opening a research preview of Claude Duet, a new app where Claude works as a proactive agent. It comes to you with what needs your attention, completes tasks you ask of it, keeps working when you step away, and checks with you before it acts on your behalf.
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I will definitely play this game. What an amazing work!
How fast can one dev go with AI? 5 weeks in, here's my whole process on After the Wind, my Monster Hunter meets Ragnarok Online game: every feature starts with an idea, research and built with Claude Code and Codex, judged in game and iterated. Gamedev has never been more fun
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Fable 5.5 ultra will save this number.
JUST IN: Anthropic recorded a staggering $80,000,000,000.00 net loss in the first half of 2026.
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Fable 5.5 is loading!
the fable 5.5 leaks are starting to flow chat, i see them seeping from every orifice
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Fable 5.5 created this character workflow factory for me. It's almost finished and I'm looking to share it when its done.
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Its better than grok bot.
Meu foco agora é deixar os agentes rápidos de verdade no uso do navegador. botei o Leo pesquisa passagem e hospedagem pra mim agora imagina um agente testa seu site depois de cada update, clica em tudo e te entrega um relatório antes do seu cliente achar o bug agentes.chat é o futuro
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Fable 5.5 deu um "tchã" na minha fabrica de personagens do Realm Rivals.
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I’ve never seen a godot game using AI as good this one.
The cleanest game MVP made with AI I've seen. After the Wind by @afterthewinddev: Ragnarok Online meets Monster Hunter, 5 weeks in Godot. Every asset matches the style. Rare with AI. 38.5B tokens processed in Claude Code, 2.9B in Codex, 112k tool calls, up to 8 agents at once.
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I've been working on World of Warcraft Survivors, a fan-made WoW survival game you can play right in your browser! I'm looking for playtesters! Interested in giving it a shot? Drop a comment or DM me, and I'll send you the link and an access code! #Wow #worldofwarcraft
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Pra quem é fã de wow classic, estou criando um mod vampiric survivor em web. Não precisa instalar nada. Logo mais subo ele.
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