Treasure Efe (@treasureimpact) header
Treasure Efe (@treasureimpact) profile picture

Introverted Polymath | 3D Animator | Illustrator | Hobbyist Game Dev Most active on IG - https://teapaw.org/t.co/CjkltOd4T1

Joined November 2019
Photo by Treasure Efe (@treasureimpact)Photo by Treasure Efe (@treasureimpact)Photo by Treasure Efe (@treasureimpact)Photo by Treasure Efe (@treasureimpact)Photo by Treasure Efe (@treasureimpact)Photo by Treasure Efe (@treasureimpact)Photo by Treasure Efe (@treasureimpact)Photo by Treasure Efe (@treasureimpact)Photo by Treasure Efe (@treasureimpact)Photo by Treasure Efe (@treasureimpact)
The final project😁. Animated in #Blender3d. Rendered in Cycles #b3d
Blocking out a scene in Blender
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Must've banged in Theatres🔥. Very good watch indeed. A worthy addition to Nolan's filmography, even if its not my "favorite" work of his. But the beauty of being a Nolan fan is if you ask any of us to list our top 5 Nolan movies, you'll get a different list with each person.
Thanks to Lagos' power issue. I'm watching Odyssey.....as Nolan intended💀
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Thanks to Lagos' power issue. I'm watching Odyssey.....as Nolan intended💀
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Nolan seeing me watch Odyssey on Mobile:
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Treasure Efe retweeted
He has. Multiple times on X, podcasts and interviews… The core physics he stresses is radiative cooling into the ~3 K cosmic background via the Stefan-Boltzmann law, aluminum radiators oriented away from the Sun, higher operating temperatures reducing radiator area, solar panels at ~250 W/m² needing ~5× the radiator area, and the fact that once mass-to-orbit is cheap (Starship), the system is simpler/passive compared with terrestrial liquid cooling + chillers. November 3, 2026 – Primary numbers post
“Yeah, much easier to cool in space.
~1300 W/m² is easily achievable for an aluminum radiator pointed away from the Sun, as it is mostly just seeing cosmic background radiation at ~3 degrees above absolute zero!
Solar panels generate ~250 W/m², so you should expect them to have ~5 times the area of the radiator. Most of the mass of the satellite is solar panels.”
Link:
A direct reply to Shaun Maguire’s detailed technical post (aluminum structure + ammonia phase-change loop, passive circulation, (T^4) advantage). Full thread starts around Maguire’s post: teapaw.org/shaunmmaguire/status/2…. November 3, 2026 – Follow-up reply on scaling
“Yup, T^4 scales super fast.”
Link: teapaw.org/elonmusk/status/211746…
(Responding to discussion of how sharply radiation rises with temperature.) October 24, 2025 – (T^4) and Kardashev scale
“Radiative cooling rising as (T^4) really favors higher operating temperatures.
Ultimately, solar-powered AI satellites are the only way to achieve a Kardashev-II civilization.”
Link: teapaw.org/elonmusk/status/198153… August 31, 2026 – Critique of critics
“When someone who claims they’re super smart says that orbital AI is impossible due to cooling or whatever, but doesn’t even know things as basic as heat rejection of the radiator per m², coolant temp or max operating temp of the GPU 🤦‍♂️”
Link: teapaw.org/elonmusk/status/209457… January 20, 2026 – Higher GPU temperature advantage
“Within a few iterations, we can probably get AI satellites to <100 kW/ton, inclusive of all components, especially if the GPU is designed to operate at ~370 Kelvin.”
Link: teapaw.org/elonmusk/status/201367… SpaceX AI1 / Starmind design references (publicly discussed around June 2026): ~110 m² deployable liquid radiators, ~1,400 W/m² (both sides, knife-edge to Sun), 120 kW sustained / 150 kW peak, solar ~250 W/m². Elon has referenced these numbers in the context of the posts above. Podcasts & Interviews •Dwarkesh Patel podcast (with John Collison), February 5, 2026
Elon discusses continuous solar (always sunny, ~5× effectiveness, no batteries), radiative cooling advantages, designing chips to run hotter to cut radiator mass, radiation resilience of neural nets, and overall orbital economics.
YouTube: youtube.com/watch?v=BYXbuik3… •U.S.-Saudi Investment Forum / related appearances (around November 2025) – Explicit remarks that “the cooling is just radiative,” solar panels are cheaper without glass/framing, continuous solar. Often paired with Jensen Huang noting that terrestrial racks are mostly cooling mass. •Other interviews / conferences (2025–2026) – Repeated points on radiative cooling being simpler once mass-to-orbit is cheap, higher operating temperatures helping via (T^4), and Starship as the enabler.
Replying to @aaronburnett
Your analysis is excellent for an organization that doesn’t design, build and fly thousands of satellites. Within a few iterations, we can probably get AI satellites to <100kW/ton, inclusive of all components, especially if the GPU is designed to operate at ~370 Kelvin.
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Treasure Efe retweeted
I gotta say. I love how far modern low poly graphics have come. This is beautiful.
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Treasure Efe retweeted
One fascinating thing we'll see fully realized in the next 5-10 years is that game engines will become insanely more accessible than they've ever been to the point where almost everybody who wants to make a game will be free to do so. In the past, it used to take quite a long time to even get a prototype of your next game going. Say you wanted to make a 3d Platformer: Well, first you had to figure out what kinda character the player would control. So you had to come up with a full design, have your artists concept it in Photoshop, then your 3d artists would make a model in an outside app, then do UVs and texturing, then it had to go to the rigging department, then to animation, then to the gameplay tech team to finally set up how that character can move within your world and then designers would take over and ask for plenty of changes... That process used to take weeks, if not months. Internally at Moon, we've already been working on some new tech that makes this entire process dramatically simpler to the point where you could do all of this within literally hours, if not minutes. And how? A lot of what Media Molecule did within Dreams was key to all this. Saying goodbye to polygons and using signed distance fields enables amazing new advancements. It's entirely possible that Sony shutting down Media Molecule instead of having them port their technology to PCs and making that stuff freely available might just be seen as a business mistake akin to Xerox giving their tech away when they could've become an entity like Microsoft back in the day. In the very near future, we'll see developers being able to paint and sculpt characters and environments directly within one engine without having to worry about optimization, then do full auto-rigs and auto-controller setups and have something playable immediately with designers then having plenty of dials to tune how the characters should control while the engine smartly adjusts the animations to adapt. I've been blown away again and again in recent weeks as to what insane technology is becoming available to all of us, but the thing that warms my heart the most is the sheer simplicity of it all. We'll see teenagers craft entire worlds and full games with relevant ease as ambitious little school projects, creating products that previously would've needed a 50-100 person team to accomplish. A new golden age of game development is clearly upon us - And I can't fathom what talented teams will be able to accomplish given that most of the mundane work of the past will actually become a thing of the past.
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Treasure Efe retweeted
Fuck it - here's something for #N7Day I haven't shown before. A very pre-alpha internal trailer intended to highlight the cinematics we were creating in Montreal. Faces were the average of all the customisation sliders in Maya, and we ran every scene with each possible squamate when polishing.
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Treasure Efe retweeted
Wrought Flesh Patch 1.2 is out! A complete refactor of the game, featuring countless bug fixes and QOL improvements
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Treasure Efe retweeted
if you're a godot game dev who uses blender, i highly recommend you look into creating a custom asset import pipeline. you can execute arbitrary python scripts in an ephemeral instance of blender to do all kinds of post processing to your level before it gets imported
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Treasure Efe retweeted
Rockstar Games'in eski Teknik Direktörü Obbe Vermeij ile yaptığım röportaj 👇🏻 1-) 🗣️ Rockstar Games'in İstanbul'da geçen bir GTA oyunu yapmayı düşündüğünü ancak kısa süre sonra bu fikirden vazgeçtiğini belirtmiştiniz, süreç nasıl gelişti? "Her zaman Amerika dışında geçen bir GTA oyunu yapmak istedik. Bu konuda sık sık aynı şehirler öneriliyordu: Londra, Moskova, İstanbul, Rio de Janeiro ve Tokyo. Ne yazık ki ana GTA oyunlarından birini bu şehirlerden birinde geçirmek çok riskli olurdu. Bunun temel nedeni, dünyanın dört bir yanındaki oyuncuların Amerikan şehirlerinin nasıl göründüğünü televizyon ve filmlerden zaten biliyor olmasıydı. İstanbul'a birkaç kez gittim ve gerçekten çok eğlenceli, canlı bir şehir. GTA için harika bir yer olabilirdi. Ancak ne yazık ki İstanbul fikri hiçbir zaman ciddi şekilde değerlendirilmedi. Ciddi anlamda değerlendirilen tek fikir Tokyo'ydu ama o da gerçekleşmedi." 2-) 🗣️ Rockstar Games neden önceki oyunlarına Türkçe dil desteği eklemedi? "Benim alanım diller değildi. Bu yüzden Türkçe dilinin neden eklenmediğini bilmiyorum. Ayrıca GTA 4'ten sonra şirketten ayrıldım. Sanırım GTA 4 yalnızca 7 dili destekliyordu. Hatta Çince bile yoktu. Şu anda Plentiful adında bağımsız bir oyun üzerinde çalışıyorum. Bu oyunda Türkçe dil desteği bulunuyor. Korkarım ki bu konuda yapabileceğim tek şey bu." 3-) 🗣️ GTA 3, görevler açısından sınırlı bir oyundu ve daha çok araba sürüş odaklıydı. Ancak GTA 4 ile başlayıp günümüze kadar devam eden süreçte GTA serisi, gerçek hayat simülasyonuna daha yakın bir hale geldi. Bu geçiş boyunca karar alma süreci nasıl işledi? "San Andreas için çok fazla özellik eklediğimizi ve bunun oyunu biraz karmaşık hâle getirdiğini düşünüyorduk. Xbox 360 ve PlayStation 3 nesli için grafiklerin çok daha gerçekçi görünmesini sağlayan yeni gölgelendirme teknolojileri (shader) kullanılmaya başlandı. En başından itibaren oyunu daha küçük tutmaya karar verdik. Yani daha küçük bir harita ve daha az oynanış özelliğiyle, oyunun görsel kalitesini artırmaya ve daha gerçekçi bir deneyim sunmaya odaklandık. Bu nedenle Natural Motion animasyonlarını, daha gerçekçi araç fiziklerini ve daha iyi grafikleri oyuna ekledik. Bu kararlar, Rockstar New York'taki (Houser kardeşler) ekip ile bizim aramızda (Leslie Benzies ve birkaç kişi daha) yapılan görüşmeler sırasında alındı. Aramızda hiçbir zaman ciddi bir fikir ayrılığı yaşanmadı." 4-) 🗣️ GTA 6 hakkında ne düşünüyorsunuz? "Oyunu sabırsızlıkla bekliyorum. Tüm dünyanın aynı oyunu aynı anda oynayacak olmasını heyecan verici buluyorum. Artık bu pek sık yaşanan bir şey değil. Bence oyun harika görünüyor. Oyundaki NPC çeşitliliği akıl almaz seviyede. Grafikleri de PlayStation 5 için gerçekten çok güzel görünüyor." 5-) 🗣️ GTA 6'dan sorumlu teknik direktör olsaydınız ne yapardınız, oyun hakkında neleri merak ediyorsunuz? "GTA 6 Online'da neler yapacaklarını merak ediyorum. Bu kez bir MMO oyunundaki gibi yüzlerce oyuncunun aynı anda oynayabileceği sunucular kurup kurmayacaklarını düşünüyorum. Hâlâ orada çalışıyor olsaydım, hedefleyeceğim şey kesinlikle bu olurdu. Birlikte çalıştığım insanların çoğu hâlâ Rockstar'da ve gerçekten çok iyiler." 6-) 🗣️ Üzerinde çalıştığınız GTA oyunları arasında geliştirme süreci en zorlu olan hangisiydi? "GTA 3 en zorlu projeydi çünkü her şeyi sıfırdan yazmak zorundaydık. GTA 2'den herhangi bir kod kullanmadık. En büyük zorluk, oyunun veri akış sistemiydi (streaming). Oyuncu şehirde ilerledikçe modellerin DVD'den yüklenmesi gerekiyordu. Bu sistemi Adam Fowler yazdı. Uzun süre bunun üzerinde çalıştı. Buna rağmen DVD'nin hızı bile yeterli değildi. Modellerin yüklenebilmesi için oyuncunun hızını düşürmek zorunda kaldık. Aksi takdirde oyuncu, modeller henüz yüklenmeden ilerleyebiliyor ve gökyüzünde sürüyormuş gibi görünüyordu. Yolların daha az düz olması için binaların yerleşimini değiştirdik. Ayrıca veri akışına yardımcı olması amacıyla oyuncunun kullandığı aracın hava direncini artırdık. Biraz korkutucu bir süreçti."
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I made my Unity level design tools a lot better #indiedev #gamedev #unity #fps #gaming
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Captains, we have news for you! Welcome Blythe Melin @blythemelin, the new voice of the male Captain and J in The Expanse: Osiris Reborn.
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Treasure Efe retweeted
What’s happening behind the “compiling shaders” progress bar 👀
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Replying to @mjarbo
CL wasn't lying, it's in a rough shape. They were literally fixing bugs while giving previews to journalists. Devs don't wanna take away the time on gameplay capture. They already spent so much time polishing the extended look. It'll be good on release tho
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Treasure Efe retweeted
I genuinely do not understand Rockstar's marketing strategy for GRAND THEFT AUTO VI. We're talking about arguably the biggest entertainment release of the year, one of the last genuine pieces of monoculture in an increasingly fragmented entertainment landscape. This game is going to be fucking MASSIVE, and Rockstar knows it. So why does so much of the marketing feel like we're still living in 2005? They've done the Miami promotions, the traditional print interviews, the trailers, and even a nearly 27-minute gameplay showcase back in August. But where are the detailed gameplay breakdowns? Remember when Rockstar would put out those fantastic videos for RED DEAD REDEMPTION, MAX PAYNE 3, L.A. NOIRE, and GTA V that actually explained the systems and mechanics? I loved that shit. Show me what I'm going to be DOING in this game! Instead, yesterday we got another 39 glossy screenshots. And look, I'm 44 years old. I don't give a shit about a bunch of carefully staged images showing how pretty the game looks. We can stream 4K video from our fucking phones, and Rockstar is still trying to impress us with screenshots? The recent gameplay leaks have arguably done more to get me excited about actually playing GTA VI than much of the official marketing. And the frustrating part is that Rockstar knows none of this matters. They could release a JPEG of a fucking pineapple tomorrow, call it GTA VI, and the internet would lose its mind. People are planning to take time off work. The game is going to sell like crazy, and I'll be right there playing the absolute shit out of it. But man, for a company that makes some of the most ambitious games in the world, I find this marketing approach incredibly underwhelming. I want to see how this thing actually plays, not another goddamn photo album.
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Treasure Efe retweeted
Congratulations to Unity and Unreal Engine on becoming Godot's first ultra-premium titanium diamond patrons for introducing so many new users to Godot!
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Treasure Efe retweeted
Played a bit of the Ocarina of Time Remake with my son yesterday. We also played through the 3DS version together a few years ago. My son was immediately blown away by the art direction. All I kept hearing was: "Dad, it looks so real!" When he got the Kokiri Sword, he actually reached out and touched the screen to see if he could grab it... lol. Personally, I've always been somewhat disappointed by Ocarina of Time, and that hasn't changed today. After the brilliant A Link to the Past, Ocarina of Time just felt emptier and more confused to me. And frankly, none of that has really been addressed. Hyrule Field's design was still somewhat excusable back in 1998, given how incredibly limited the Nintendo 64 was from a technical standpoint. But today, especially when the game is using the technology from BotW and TotK? Yikes. Something that already bothered me back then, but that I couldn't quite articulate properly at the time, was that a huge part of Zelda's magic came from the fact that there was always something interesting to do. The Moment-to-Moment was exquisite in those earlier games. Every screen in Zelda 1 or ALTTP held some kind of secret or some opportunities of interactivity. There were always enemies to fight or something to interact with. Fight your way through a few bushes over here in the overworld and suddenly you stumble into a little grove where the Flute Boy is playing his flute. Whoa! Interesting! Then along came Ocarina of Time, where you'd spend two minutes doing absolutely nothing but holding the analog stick forward to walk across a boring, empty Hyrule Field. Try to do this design exercise: Graph out Hyrule Field from top-down and then try to come up with what interesting gameplay mechanics hide behind every cell. You'll quickly find that there's really not that much at all going on... And sure, Hyrule Field looks prettier now, but it's still just as empty and uninteresting as it was back then. That means the entire overworld, which was so magical in Zelda 1 and ALTTP because every new dungeon item unlocked entirely new ways to interact with the environment, discover new areas and so on, is unfortunately no longer there in the same way. Instead, you get this typical open-world terrain that you just walk through. On your very first trip from Kokiri Forest to Hyrule Castle, you fight exactly ONE tiny enemy and spend roughly two minutes doing nothing but holding your analog stick forward without anything remotely interesting happening. From a level design perspective, that's something I would NEVER approve at Moon. I would've turned Hyrule Field into a proper overworld where every single segment offers interesting opportunities for interaction. And after every dungeon, every new item you got should make you giddy about going back to the overworld to find out what amazing new discoveries are available now! Over here, you can jump into the river and discover an NPC hiding beneath the bridge who gives you an interesting quest. Over there, you can use your Boomerang to interact with something. Around that corner, there's something you can do with the Hookshot. Further back, you can blow open a new path using Bombs. Down that little alley, you can lift a heavy rock that reveals a cave leading into an elaborate underground network, which eventually opens up a secret entrance into Hyrule Castle Town, where you can find a Heart Container. And so on, and so forth. But none of that stuff happens here. Back in 1998, Hyrule Field was a nice little tech demo that allowed Nintendo to show off how the N64 could render some really big triangles, just to make the poor old PlayStation look bad. But from a design perspective, it was already pretty lousy back then. And to simply copy that design 1:1 today? Nah. Every designer at Nintendo should be crying foul and know that this could be done so much better nowadays. Now, I'm sure some people will come along and start rambling about staying faithful to the original... Oh, give me a break. I just took Zelda 1 apart myself and turned it into a 16-bit game. Zelda 1 didn't actually need that many improvements because Miyamoto was still putting his hands on every single screen like a ruthless design dictator back then. But even there, you could improve certain empty areas (like the empty desert where absolutely nothing happens) simply by introducing interesting new designs and opportunities for interaction. What we're getting here, once again, is essentially just a graphical update. And I mean, graphically the game is really nice! But as always in games, graphics != fun. We already had a pure graphical update with Ocarina of Time 3D, so... did we really need yet another one? What happened to Nintendo only making a new game when they figure out featuring new ways to play? From a pure game design perspective, there was SO much more potential here, and I find it quite disappointing that Nintendo's designers apparently decided against really flexing their creative muscles. Any reasonably competent designer could've squeezed a lot more fun out of this simply by understanding what makes the Zelda formula work and then consistently questioning whether the moment-to-moment experience is actually enjoyable. If we're being honest with ourselves, Ocarina of Time these days is a solid 7.5–8/10 game whose design unfortunately doesn't quite measure up to its predecessors due to the technical limitations back then. Those limitations don't exist anymore, so why are we still getting those same old restricted designs? Back in 1998, you could overlook some of those shortcomings because the game was still an absolute bombshell thanks to innovations like Z-targeting and so on. It showed the entire industry where video games could go next in the same way Super Mario 64 did. But nowadays, all of that stuff has become the de-facto standard. So the main focus should've really been on the level design and the interplay between the overworld and the dungeons - and that's precisely where OoT is decidedly hit-and-miss. I genuinely wish the international gaming press had a better understanding of game design instead of largely behaving like a bunch of graphics whores. Giving Ocarina of Time a 10/10 for its design just goes to show that, unfortunately, a lot of games journalists don't really understand game design in the deep manner that they ought to in the first place. We've seen plenty of games after OoT that did terrains like that that kinda looked nice, but really didn't offer much fun. And sadly, nobody at Nintendo sought to address this issue when it's clear that they all understand how to do it better these days.
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Jeremie Perrin's masterpiece - Lastman. One of my favorite underrated shows of all time. The director went on to make Mars Express(2023) which is another banger.
What’s a TV show you’d rate 11/10 without hesitation?
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Treasure Efe retweeted
add soft selection, super smooth #godot #gamedev
Working on a lattice deformer in Godot. #godot #gamedev
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There's a difference between "marketing to the press" vs "marketing to the audience." GTA 6's Marketing has been nothing but a sanitized press release. Magazines and all that are all press releases.
هل هي ثقة عمياء بالمنتج حقهم ام انه فيه تخوف من المطورين تجاهها؟ ياخي ريد ديد قبلها بشهرين حصلنا على مقطعين قيمبلاي مفصلة تفصيل بكل الخصائص الجديدة، ليه فيه سكوت غريب حول قراند؟ مكتفيين بالصور بس، طيب نبي نشوف وش الجديد زي مثلا خصائص السوشل ميديا، نظام التطوير والفلوس ورونا اي شي
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