
apek
@apekshik • 8,296 subscribers
ai @fal | prev @SpaceXSI | yt @ apek++
Videos

i'm a solo dev and i built an infinitely evolving backrooms game and released it on the web. 35,000 players and ~9,600 hours played. these are my metrics under 36 hours of launch. each blue dot below is a player on the map i recorded a moment ago. there's ~1,200 players playing the game at THIS moment. SIMULTANEOUSLY. let that sink in. this is incredible. we're entering a new era for sure. note for video: only shows 200 players in total because my server chunks the shared space into worlds of 200, so 1200 players would be 6 different worlds and you're seeing one of em. i'm building out a shared space server that can sustain 2000 players in a single world. launching real soon.
apek219,813 Aufrufe • vor 3 Tagen

i built an infinite, self-evolving Backrooms game you can play in your browser. opus 5.5 simply follows a haunting directive i wrote into the game. it drives the sentient AI that builds new rooms, characters, entities, and experiences forever. coolest part is even as the creator of this game, i don't know what to expect in there. multiplayer with proximity chat is supported from day one so go play it with your friends.
apek242,133 Aufrufe • vor 5 Tagen

instead of "one-shoting" a AAA game, i used fable 5.2 to rig and animate a single arm with extreme detail. try it out here: it has realistic bone armature, accurate weight painted mesh, joints that keep their volume, and muscles that swell as the fist tightens. the arm uses proper IK (inverse kinematics): you tell it where the hand should be and it solves the shoulder and elbow. the fingers use proper FK (forward kinematics): each joint curls on its own, knuckle first, and stops the moment it touches something. so when it grabs a ball, the hand lines up over it first instead of driving straight in, then the fingers wrap around it joint by joint, and the thumb lands a beat after. this is how we should be using these powerful models.
apek27,615 Aufrufe • vor 1 Tag

Now you can build any scene in Blender from a single reference image. I’ve open-sourced my tool AnyScene: drop in one or more references (plus optional text) and an agent builds the whole set inside Blender. Production-ready assets in a production ready environment, placed, lit and color-graded, with every asset broken out as its own file.
apek60,296 Aufrufe • vor 11 Tagen

this might be the most beautiful thing I've ever made. fly a real f-16 in your browser: realistic fly-by-wire physics, volumetric clouds you fly straight through, the actual Nellis Airfield. there's even scratches on the glass encasing for the cockpit. the sound design with synth wave is something you must experience.
apek77,549 Aufrufe • vor 24 Tagen

Introducing AnyKit. Generate a whole 3D prop kit in one consistent style: When you pull assets from different places, they never fit together: different styles, scales, levels of detail. AnyKit builds every prop from one style reference, so the whole set matches, at real-world scale and ready to drop into a scene. Each prop is its own file, and the kit comes as a Blender asset library.
apek19,472 Aufrufe • vor 8 Tagen

i made AnyScene to build any scene in an hour. i built AnyShot to render those scenes in a few minutes. on my RTX 5070 Ti, a single walkthrough like this takes 6 hours to render. AnyShot fans it out across up to 100 RTX 5090s on fal and renders it in 3 minutes. but it’s not just a render farm. point it at any Blender scene, give it a brief, and an AI cinematographer plans every camera move, checks it never clips through the set, pulls focus, and shoots it. like AnyScene, AnyShot is open source
apek16,246 Aufrufe • vor 10 Tagen
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