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mert

@jamir_io1,216 subscribers

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I've been building on #threejs since 2015. Back then there was no InstancedMesh, no BatchedMesh. Most of the tools we take for granted today didn't exist. In 2017, while developing Jamir, I started building my own game engine on top of it. I've spent the years since profiling and optimizing that engine, often chasing performance problems line by line. That engine became X3JS. After all this time, the hardest part is still how deeply everything is connected. Even the best AI models today can make a change that looks completely correct, and quietly break something three systems away. An engine like this doesn't forgive that. So for this test I didn't want a synthetic benchmark. I wanted a real, AAA-looking game scene: cinematics, dialogue, characters, terrain, weather, a boss fight. The gameplay, the cinematics, the MIDI music, the music and sound selections, the animation choices: all of it was produced by AI through X3JS's MCP tools. Camera work, dialogue, voice casting, triggers, enemy behavior. Everything in the scene comes from the X3JS asset library and when X3JS releases, users will be able to use all of these assets freely in their own games. The video shows the exact same scene, side by side: - GTX 960M, a 2015 laptop GPU - RTX 4070, a desktop GPU Two separate gameplay runs never line up perfectly, so I made a few cuts to keep the cinematics in sync between the two sides. The scene, the settings, and the cinematics themselves are identical. The GTX 960M is still one of my favorite machines to test on and i am lucky to have that. If a heavy scene runs well there, the optimization work is real, not a number on a slide. And X3JS contributors; Terrain materials: Poly Haven Sound archive and AI meta: Selekt Audio

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