Introducing GameBlocks: open-source building blocks that help coding agents prototype any 3D games with @threejs
3D behavior is hard to specify in natural language. GameBlocks turns fragile spatial logic into inspectable implementations with clear semantics, so agents can build from known-good patterns.
Github: github.com/xt4d/GameBlocks
#gamedev #indiedev #threejs #codex #claude
EdenLive, a real-time generative renderer, is now open-sourced by @VASTAIResearch.
It transforms 3D blockouts, game engine footage, 2D cartoons, and real-world video into detailed photorealistic or stylized video.
24+ FPS at 720p. A 5B model on a single RTX 5090.
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Jev is now available to everyone. No waitlist.
Start using it here: console.typesafe.ai
We’re sharing a solution to the Navier-Stokes Millennium Prize Problem, one of the deepest problems at the frontier of mathematics.
The proof was produced by a group of agents, using an OpenAI next-generation model significantly more capable than GPT-6 Astra.
The problem concerns whether the description of smooth three-dimensional fluid motion modeled by the Navier-Stokes equations can break down. It has remained unresolved for roughly 90 years.
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Introducing Atlas:
The world's first multimodal world model that generates image and video frames with pixel-perfect camera control and reconstructs them in 3D.
Model the world, move the camera, and simulate space & time.
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Exploring how 2D schematics can transition naturally into 3D
Made this app with Kimi K3
The tank is fully generated with code. Super easy to swap it out for something else
Deployed the 16 games built with Codex and GameBlocks. A few examples:
gb-moon-racing.vercel.app/
gb-archery-hunting.vercel.ap…
gb-mech-arena.vercel.app/
Most of my time is actually spent shaping the player experience.
Many ideas emerge through playing and exploration rather than from the initial design — the loop seems to be build → play → discover → improve.
Is it possible to build an agent harness that supports this discovery loop — not just one that optimizes against a predefined spec?
Full game list: github.com/xt4d/GameBlocks#p…
Introducing GameBlocks: open-source building blocks that help coding agents prototype any 3D games with @threejs
3D behavior is hard to specify in natural language. GameBlocks turns fragile spatial logic into inspectable implementations with clear semantics, so agents can build from known-good patterns.
Github: github.com/xt4d/GameBlocks
#gamedev #indiedev #threejs #codex #claude
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🚀 Introducing Lingbot-World-2, our newest real-time world model.
Richer interactivity, sharper visuals, and advanced camera controls that make exploring what you create feel truly alive.
Available today via API, exclusively on Reactor.
Try it now: reactor.inc/lingbot-world-2
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Introducing MIRA.
A playable, multiplayer world model.
A dream of Rocket League.
Trained on 10k hours of data collected with publicly available bots, MIRA learns the dynamics of a four-player game. The model runs in real time at 20 fps, based on the keys you and the other players press.
Built by General Intuition and @kyutai_labs, in collaboration with Epic Games. Not used to develop Rocket League.
▶️ Play the demo, read the technical report, and explore the open-source code at generalintuition.com/mira
At ICML? Find us at Booth 111 to try it yourself and dig into the results with the team.
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I'm blown away.
This AI filmmaking workflow for precise camera control, multiple characters, and dialogue is insane:
1. Generate a start frame in Midjourney
2. Match the poses in Blender, animate the camera
3. Feed both to Seedance
I didn't think this would work. Two consistent characters, solid performances, the move tracked perfectly through the entire beat.
Even the soup looks great.
Introducing Project Eden, a world model research preview from @VASTAIResearch
Project Eden is a persistent, multiplayer world model that fundamentally breaks from existing paradigms by decoupling the underlying world state from visual rendering.
Instead of treating the world as a sequence of transient frames, Eden treats it as a structured, evolving environment that runs continuously, can be modified by user actions, and can be consistently observed from any viewpoint.
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Real-time neural rendering model @moonlake
Works on from any physics/game engine to close the sim-to-real gap.
If this is relevant to your team, I'd love to chat (my DM is open)!
Real-world models are here! Stoked to share how we're bringing real-world locations to life by integrating Street View into Genie. Try it now at labs.google/fx/projectgenie and read the blog for more info:
blog.google/innovation-and-a…
This is the right direction to generate interactive worlds.
We’re on the verge of interactive, real-time, photorealistic video generation with what are called World Models. These require a fair amount of expensive compute, but costs will come down over time. Today, these interactions are essentially real-time dreams. They lack the persistence and shared logic that turns a video into a multiplayer game. Or concert. Or classroom. Or the holodeck.
We believe the ultimate architecture for gaming (and the holodeck) is Roblox Reality. It’s a hybrid architecture that marries the structured data and logic of the Roblox Engine and Roblox Cloud with the generative power of Video World Models. The Roblox Engine provides the underlying synchronized ground truth—the score, physics, multiplayer sync, etc.—while our video model acts as a Super Upsampler to layer on photorealistic detail.
We believe this will ultimately remove barriers to high-fidelity creation, allowing a team of three people to build a narrative-driven, photorealistic masterpiece in a single week. This is an early look at turning solitary AI dreams into a social, playable reality.
about.roblox.com/newsroom/20…
great contribution!
🚀 Excited to release the code and models of ReSplat: Learning Recurrent Gaussian Splatting!
🌐 Project page: haofeixu.github.io/resplat/
💻 Code & models: github.com/cvg/resplat
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🚨 BREAKING: Someone just open-sourced a tool that turns the real world into a playable Minecraft map.
It pulls data directly from OpenStreetMap and generates your exact neighborhood, city, or street block by block.
100% Open Source.
Interactivity is what matters most in world modeling
In our research lab, we are building “real-time dreaming” - the ability to generate fully playable video worlds prompted from any text or image.
Our real-time, action conditioned world model (currently running internally at 16fps at 832x480p) is trained on a combination of data, including proprietary Roblox 3D avatar/world interaction data.
World models are different from multiplayer engines in that they store state and memory in video latents. Roblox is multiplayer, and we are actively researching optimal ways to simultaneously store state for thousands of players, and keep them in sync with their environment.
Our world model leverages database technology which stores all user interactions on Roblox in a vector format that can be used to re-render video and interaction from any camera angle.
We see several immediate uses for our Roblox world model. We will use it side-by-side text, image and video prompts as a way to launch auto-generation of immersive worlds.
In Roblox Studio, a creator could walk around and use prompts to “paint” a world and then convert it into a 3D representation or direct to Roblox native as a way for many people to play simultaneously.
All of this comes alive as we explore the notion of a “Dream Theater” - where one user is dreaming, while others watch and prompt them. 2/4
Readers added context they thought people might want to know
The beginning of the video has stolen assets/design from Clair Obscur: Expedition 33 by Sandfall Interactive. The environment is the Flying Waters area and the girl in the video is Maelle.
store.steampowered.com/app/1903340/Cl…
expedition33.wiki.fextralife.com/Flying+Waters
clair-obscur.fandom.com/wiki/Maelle




















