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First demo: The Minecraft Test. Kaigen Engine works great with AI. The difference with Three.js is that when you're done it runs on Windows, Mac, iPhone, Android *and* the Web. (VR soon!) oh and it runs at 330+ FPS on a 6 year old laptop gpu. link to demo... show more
37,860 Aufrufe • vor 10 Tagen •via X (Twitter)
41 Kommentare

first pass on this demo was one shot with Opus 5.5, Max effort, 2hr 24min. similar prompt as @noahwachnik

it runs insanely fast everywhere, - iPhone 13: ~71 fps (capped at 60) - iPhone 17: ~154-172 fps (capped at 120 or 60) - MacOS M4: 142 fps uncapped - Samsung Galaxy S22: 60 fps capped - Asus Zenbook S 16 (integrated gpu): ~90-140 fps uncapped - Asus Strix G15 (RTX 3060): ~330 fps uncapped native, ~230 fps uncapped on web (1ms drift) most numbers are for both native and web runs on the same machine. In Kaigen there is no significant performance difference between native and web, because we have low level optimized backends for each platform.

it loads pretty fast too!

source code is available (requires the engine to run):

you can play it here:

Kaigen is a fast and lightweight runtime written in C and optimized individually for each platform. we believe reliable software must be written carefully with real engineering constraints in mind. if you are interested in knowing more check out

@kaigen3d been following since you first posted your unity comparison with the walking models. great work and congrats!

@kaigen3d thanks so much for the support!

@kaigen3d I've been following your journey into this G.E. from the start and it's awesome what you've achieved. Kudos!

@kaigen3d thanks, that means a lot!

@kaigen3d Great demo! Love seeing the fruits of all your labor. I noticed some light leaks between blocks when digging down. M1 Pro + chromium.

@kaigen3d thanks! yeah in this demo the AI wrote a custom renderer directly using the low level gpu.h layer (instead of using the default renderer), bugs and all. I decided to leave it because it was meant to be a "one shot AI demo"

@kaigen3d doesn’t that kind of prioritize demoing what opus is capable of one shotting over demoing what your engine capable of?

@kaigen3d Only mentioned because as an external observer I don’t come away from the demo thinking “wow opus is great”, I think “this engine’s renderer is buggy”

it’s a fair point. the goal of this demo was more to show “AI can use this engine well”, inline with a lot of people posting Opus 5.5 demos. I get real questions from prospecting clients about “but can AI use this?”, and “why not Three.js/Unity”. Thus the comparative frame. I would also say it showcases the engine cross platform layer working efficiently across platforms. But yeah it’s not a good showcase of the engine default rendering capabilities.

@kaigen3d Is the engine itself involved some sort of AI generated code? Or just the demo is vibe coded.

@kaigen3d I don’t vibe code. The engine has AI integration because it’s clear AI will be part of game dev tooling moving forward. it’s up to all of us to figure out how to better use this tool

@kaigen3d That's good to hear, I'm sure the engine gonna be a solid foundation.

@kaigen3d Looks like it runs better than the vanilla version. Then again vanilla minecraft is constrained by a bloated java engine running on a single core

@kaigen3d Congrats

@kaigen3d thanks!

@kaigen3d The device list is all native builds. What does the browser build hit on that same Zenbook iGPU? Since Three.js is the comparison, that's the number I'd most want to see.

@kaigen3d it's the same, here at the end of my reply I mentioned that the numbers were both for native and web, the reply was cut because was too long

@kaigen3d very impressive that it also one shot the shader. not perfect but easily fixable in 20 minutes. super cool

@kaigen3d yeah one thing I want to fix is that the engine already has battle tested shaders for several of the techniques the AI wrote from scratch, I think if it were able to automatically find those it could have reused or copy and modified them, and there would be less bugs

@kaigen3d So this is all @kaigen3d?

@kaigen3d When counter strike?

@kaigen3d soon

@kaigen3d Do you still have place for beta testing? Can I get one to try the engine?

@kaigen3d Looks amazing! Will definitely try it on my next project. Is it intended only for 3d or can it work with 2d as well?

@kaigen3d Does AI just know the engine or does it require some markdown or instructions there?

@kaigen3d the AI knows C really well, the engine is straightforward C API. The rest is just a wiki to make the API easily findable.

@kaigen3d If I remember correctly, you were against AI, or at least AI slop, and were making a high-performance game engine in C specifically for AI-generated games?

@kaigen3d I'm against slop and grifters in general. AI is a tool, whichever value judgment we make depends on how people choose to use this tool. also it's pretty clear AI is here to stay, it can be a good thing, or a bad thing, it's up to us (humans) to make it a good thing.

@kaigen3d Thank you for clarifying. It seems like a really nice engine. I can finally get 120+ FPS on my Mac. Vibe-coded Three.js scenes often struggle to even hit 40 FPS.

@kaigen3d Just applied for a key, will we have access to the source code? If not right now, eventually I mean.

@kaigen3d unfortunately, in the current state of things where people can use AI to copy your life's work, there is no plan to make the source available publicly. that said, commercial clients have the option to get source code, decided on a case by case basis.

@kaigen3d I completely understand. Unfortunately it’s sad that things came to this and trust based structures are now being dismantled one by one. Anyways keep up the good work.

@kaigen3d Good job !

@kaigen3d ctrl+w closed tab when i tried to run forward but the game/browser kept the mouse cursor hidden, had to reboot. :D win11/brave.

@kaigen3d Need to fix this horizon effect to be occluded by content instead of drawn on top.
