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Token Gremlin

@TokenGremlin • 14,915 subscribers

Tracking the AI frontier: models, agents, research, leaks & pre-release signals. I test, investigate and build.

Shorts

I’m fascinated by GPT-6 Sol and the new ways it expresses itself through visual elements. And yes, for creative writing, it’s the best so far in my opinion. I’m testing a whole range of use cases, including 18+ stuff, slightly naughtier scenarios, more serious situations, basically trying to see how it reacts across every kind of mature conversation and in different areas. (Don’t mind the content in the video, it was just a test chat for the graphical elements.)

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I’m fascinated by GPT-6 Sol and the new ways it expresses itself through visual elements. And yes, for creative writing, it’s the best so far in my opinion. I’m testing a whole range of use cases, including 18+ stuff, slightly naughtier scenarios, more serious situations, basically trying to see how it reacts across every kind of mature conversation and in different areas. (Don’t mind the content in the video, it was just a test chat for the graphical elements.)

22,750 次观看

If you want to understand how far AI-assisted game development has moved in less than a year, IsoCity is one of the best examples. The original version took roughly 40–50 hours with Cursor Composer + cloud agents. Its assets were AI-generated, while the game itself grew into a surprisingly deep city simulation with traffic, pedestrians, trains, planes, zoning, resource management, saving, and mobile support. Under the hood: → Next.js 16 → TypeScript → Native HTML5 Canvas rendering → No external game engine → Custom isometric renderer and simulation systems And the best part: the whole project is open source under MIT, so you can study it, fork it, modify it, or use parts of the architecture in your own experiments. The visual jump from that 2025 build to what agents are producing in 2026 is pretty ridiculous. Built by Andrew Milich and contributors. Repo:

If you want to understand how far AI-assisted game development has moved in less than a year, IsoCity is one of the best examples. The original version took roughly 40–50 hours with Cursor Composer + cloud agents. Its assets were AI-generated, while the game itself grew into a surprisingly deep city simulation with traffic, pedestrians, trains, planes, zoning, resource management, saving, and mobile support. Under the hood: → Next.js 16 → TypeScript → Native HTML5 Canvas rendering → No external game engine → Custom isometric renderer and simulation systems And the best part: the whole project is open source under MIT, so you can study it, fork it, modify it, or use parts of the architecture in your own experiments. The visual jump from that 2025 build to what agents are producing in 2026 is pretty ridiculous. Built by Andrew Milich and contributors. Repo:

28,231 次观看

OpenAI currently has way too many bugs across ChatGPT. The old ChatGPT experience is full of issues both on the desktop app and the web version, and the new ChatGPT app is also accumulating bugs of its own. Scrolling bugs, broken sessions, UI regressions, disappearing history, attachment issues, composer problems, model routing weirdness, and other stability problems keep piling up. We can keep launching insanely capable models, but that does not matter nearly as much if the apps people use to access them are becoming frustrating or borderline unusable. And I say this because I know the team CAN be proactive about this. OpenAI has reached out to me before specifically to collect lists of bugs and issues from users, and I genuinely appreciated that initiative. I would really like to see that same level of proactivity again now. People are reporting these problems constantly. Please listen to them. Tibo Vaibhav (VB) Srivastav Justin hannah

OpenAI currently has way too many bugs across ChatGPT. The old ChatGPT experience is full of issues both on the desktop app and the web version, and the new ChatGPT app is also accumulating bugs of its own. Scrolling bugs, broken sessions, UI regressions, disappearing history, attachment issues, composer problems, model routing weirdness, and other stability problems keep piling up. We can keep launching insanely capable models, but that does not matter nearly as much if the apps people use to access them are becoming frustrating or borderline unusable. And I say this because I know the team CAN be proactive about this. OpenAI has reached out to me before specifically to collect lists of bugs and issues from users, and I genuinely appreciated that initiative. I would really like to see that same level of proactivity again now. People are reporting these problems constantly. Please listen to them. Tibo Vaibhav (VB) Srivastav Justin hannah

14,972 次观看

Fable 5 built this real-time ocean scene directly in the browser using Three.js, WebGPU and TSL, with no engine and no baked assets. The interesting part is not just that the water looks good. The whole system is being simulated: wave spectrum, GPU FFT, foam generation and refracted-ray caustics, all running live. This is exactly where frontier models start becoming genuinely useful for technical graphics work. Not by replacing years of rendering research, but by compressing the path from complex math to a working interactive result. A small, focused scene, but technically very serious. Cc: Adem Vessell

Fable 5 built this real-time ocean scene directly in the browser using Three.js, WebGPU and TSL, with no engine and no baked assets. The interesting part is not just that the water looks good. The whole system is being simulated: wave spectrum, GPU FFT, foam generation and refracted-ray caustics, all running live. This is exactly where frontier models start becoming genuinely useful for technical graphics work. Not by replacing years of rendering research, but by compressing the path from complex math to a working interactive result. A small, focused scene, but technically very serious. Cc: Adem Vessell

21,731 次观看

Videos

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A really impressive set of Three.js graphics experiments just got open sourced, and these are much more than little visual demos. They are basically reusable procedural systems for oceans, vegetation, fluids and even whole planets. 🔹 Poseidon A real-time FFT ocean running on WebGPU. It simulates large swells, smaller ripples, foam, reflections, choppy displacement and physically inspired wave spectra entirely in the browser. 🔹 Gaia A procedural grass generator where every blade, seed head and field comes from a deterministic genome and environmental parameters. No authored grass models. 🔹 Dryad A procedural flora system that generates trees and other plant forms from physics, environmental conditions and a seed. No authored 3D models or textures are needed for the plants themselves. 🔹 Tiamat A real-time GPU fluid simulation using around 100,000 SPH particles, with the resulting water rendered directly in the browser. 🔹 Demiurge Probably the craziest one. It procedurally builds an entire planet from tectonic plates, then lets uplift drive erosion, erosion and latitude drive climate, and climate drive biomes, wind and weather. You can move seamlessly from orbit down to the surface. What I really like here is that these are not just pretty outputs. They are actual building blocks. Ocean simulation, vegetation generation, fluid dynamics and procedural worlds are exactly the kinds of systems that can be plugged into games, simulations and agent-built 3D environments. Project by: Owen

Token Gremlin

34,448 次观看 • 2 个月前

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