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I told Grok “make an island game” and basically kept saying “make it cooler.” No design doc. No asset pipeline plan. Just Unity vibes. What shipped: • playable macOS Island Explorer • real CC0 Poly Haven trees/rocks/cliffs (not primitives) • Crest FFT ocean + shoreline foam • irregular hills,...

62,805 views • 29 days ago •via X (Twitter)

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Xgame is now available to download for free on Mac, Windows, and Linux. 🌌 This started a week ago, when Unity launched the Unity CLI. I plugged in Grok Build and Grok 4.5 and asked for a 3D world. Then I thought, can it make a beautiful ocean and sky? Then it evolved further into a simple island game, just to see what was possible. No design doc. No pipeline plan. Every answer came back better than the last one, and somewhere in that loop the experiment stopped feeling like a demo and started feeling like a game. So I changed the question. Instead of an island, I asked for space. Dogfights. Capital ships. Missions with weight. The pipeline that formed around it wasn’t something I designed on a whiteboard. First it grew out of what I needed next. Combat that punched. Enemies that pushed back. Ships that existed as code, not downloads. Tools to manage the clips and the assets because the game was growing faster than any manual process could keep up. That’s the discovery that stuck with me. I wasn’t “using AI to help me code a game.” I was building the game by talking to the system that was writing it, running it, and shipping builds for it over and over, until it felt right. Then something I didn’t plan for happened. People saw it. A lot of people.The early footage traveled farther than expected. Elon Musk shared it. And then a few days later Unity’s CEO reached out. Not a cold form letter, a real “we’ll have people contact you.” A week earlier I was poking the new Unity CLI with Grok. Suddenly the company behind the engine was looking at what came out of that experiment. I didn’t set out to prove a thesis. I set out to see if one person, with the right harness, could go from a blank project to something you’d actually want to play. The answer turned out to be YES and the shocking part isn’t any single feature. It’s that the whole thing was vibe-coded end to end. The game, the polish passes, even the little systems that made the next pass possible. Xgame is free because that was always the point. No launcher. No account. No store page. Download it, open it, and play. If you’ve been waiting for permission to try building something like this yourself this is it. The tools are here. The game is live and this is only the beginning.

Dan

15,057 views • 21 days ago

My feed has been inundated with posts of Grok 3 making basic arcade games. But llms from years ago could make decent arcade games, not news. So I ran a one-shot test to determine how well it fared again other frontier models in creating a 3D game with room for it to come up with gameplay and aesthetics. I tested Grok 3, O1, Sonnet 3,5, Llama4, DeepSeek, and Gemini using the following prompt. Make Dune x Minecraft 🏜️ Imagine a sandbox survival game set on a desert planet. Players mine ‘spice’ and must build defenses against roaming sandworms. Design the main gameplay loop, crafting system, and survival challenges in one complete description. ✏️tldr O1, Grok 3, and Sonnet 3.5 were the most impressive. Aesthetically, Grok nailed the best vibes (it even produced a surprisingly cool-looking spice mining truck), but the game lacked functionality. O1 took the top spot imo with a functional and visually appealing experience, and Sonnet 3.5 followed closely. This is obviously just one test, but you can see the generated code and games in the thread (and even try forking them on Rosebud). Longer summary: OpenAI O1: Best vibes to function balance. Looked good, working controls, I could mine spice. xAI #Grok3: Excelled at generating vibes for dune. I especially liked the Dune-inspired spice mining car—though it wasn’t entirely a complete game. I could move around, but none of the crafting mechanics worked. Anthropic Sonnet3.5: produced something in space that had dune vibes. More functional than Grok because I could mine spice. However vibes were worse than the first two. DeepSeek : Managed to generate code that worked, but the game was so hard it always ended seconds after it started, and despite requests for better visuals, it looked VERY ugly. Google DeepMind Gemini 2.0 flash and AI at Meta LLaMA: Sadly landed at the bottom of the list; after multiple prompts (this was supposed to be one shot and none of the others failed in the first shot), I couldn’t get them to produce working code for this prompt. All of these were tested on Rosebud AI . An obvious limitation with these frontier models in their chat interfaces is that you can only get them to regenerate code from scratch each time you prompt them, making it tough to refine or extend a single project. Rosebud, on the other hand, lets you iterate on one project (we do diffs), deploy with one click, share your project, and even allow others to remix it. This was just a single test, so it’s obviously not scientific. I wanted to create it to see how these frontier models handle more complex game prompts—rather than retrying the same arcade games that earlier generations of LLMs have already mastered.

Lisha

476,022 views • 1 year ago

anthropic's head of product just revealed how they're able to ship faster than any other AI company. their secret: "side quest maxxing." here's how it works: instead of long-term roadmaps, anthropic runs on unplanned afternoon experiments. anyone on the team gets full freedom to spend an afternoon prototyping an idea and show it to the team. you get to skip the approval process entirely. then, employees at anthropic try it. if they keep using it the next day and the day after that, it gets polished into a real feature. if nobody touches it again, it dies. that's the whole process. claude code on desktop started as one engineer's afternoon project. he wanted it to work on desktop so he built a prototype. people on the team started using it immediately. so they shipped it. the todo list feature started the same way. someone built it, the team adopted it internally, and it became one of the most-used parts of the product. plugins started when one engineer shared a spec with claude code and the prototype that came back was close to production-ready. went from idea to working feature in a single session. they also killed standup meetings. instead of telling people what you're working on, you just show a working demo. all walk no talk basically the team structure makes this possible. > designers ship code. > engineers make product decisions. > product managers build prototypes. everyone can take an idea from concept to working demo without waiting on anyone else. the biggest features at a $380b company came from afternoon experiments that nobody asked for. honestly this matches my own experience cooking with ai. some of the best workflows i use every day came from just fucking around. opening a session with zero intention and asking claude what it can do, or jamming on a random idea to see where it goes. if you're only using ai for tasks you already have in mind, you're missing the best part. open a session with no agenda. ask it to surprise you. try building something stupid. half the time it goes nowhere. the other half it becomes the thing you use most. you need to be sidequestmaxxing.

Ole Lehmann

106,072 views • 3 months ago

Anthropic released Claude Design TODAY and it's now accessible at I spent the last hour giving it a first look, and shared my thoughts and results in the video below. This is a BIG drop. This is a new design surface from Anthropic, and it changes what "AI design" means. Short version: Claude can now design. Not "describe a design." Not "generate an image of a design." Actual production work — prototypes, wireframes, high-fidelity mocks, slide decks, landing pages — editable, on-brand, and ready to hand off. Here's what stood out on first look: → Real design surfaces Prototypes, wireframes, hi-fi, and slide decks — each with templates and proper structure, not just pretty screenshots. → Comment-based edits Leave a comment on any element and Claude revises it. This is the Figma-style review loop, with the designer replaced by a model that works at 3am. → Brand design systems You can feed it your system — colors, type, components — and it actually respects it. On-brand output, not generic AI slop. → Export anywhere PDF, PowerPoint, Canva, standalone HTML. Plus a built-in handoff straight to Claude Code for engineers to implement. → Import from real tools Figma, GitHub, and captured web elements come in as inputs. Your existing work is the starting line, not the discard pile. → Collaboration Share links for view / comment / edit — the exact tier system teams already expect. What I tested on Opus 4.7: • A 5-slide deck generated from a single screenshot. Claude asked clarifying questions BEFORE generating and shipped speaker notes by default. • A landing page build. Solid first pass, real components, real layout logic. • Multiple chats running concurrently. You can parallelize design work across threads like a small team. Why this matters: PMs, founders, marketers, and non-engineers can now create designs that engineers can actually ship with production-ready output and a claude code handoff built in. The gap between "I have an idea" and "here's a working prototype with my brand applied" just collapsed to minutes. Full walkthrough, live demos, exports, and honest takes on where it breaks below. P.S. • This is an Anthropic Labs product — NOT GA yet. • Claude Design is currently webapp only (no API), and does not yet support the Analytics API, Compliance API, or cost/usage reporting. • Availability: – Default ON for Pro / Max / Team – Default OFF for Enterprise Enterprise admins can toggle it on via RBAC in console (comes with a ~$20/user initial credit).

JJ Englert

32,445 views • 4 months ago

Mark Zuckerberg just described the end of the creator economy. And framed it as a feature. Zuckerberg: “If you’re a creator, one of the big challenges is there are only so many hours in the day, and your community probably has a nearly unlimited demand to interact with you.” He named the constraint every creator lives with. Your audience will always want more of you than you can physically give. His answer isn’t to help you keep up. It’s to make you optional. Zuckerberg: “If we can make it so that each creator can basically make an AI artifact that their community can interact with.” Look at the word he chose. Artifact. Not assistant. Not extension. Not tool. An artifact is something that exists after the person who made it is gone. Zuckerberg: “It’s almost like a piece of digital art that you’re producing. Like an interactive sculpture.” He’s asking creators to build a version of themselves. Hand it over. Then walk away. And call it empowerment. Zuckerberg: “You’re giving your community something to interact with when you can’t be there to answer all the questions.” Something to interact with. Not someone. Something. The entire creator economy was built on three things. The person was real. The connection felt real. The audience believed they were talking to a human being who actually gave a damn. Zuckerberg is building a future where all three become optional. Zuckerberg: “In the future there will be content that is purely generated by AI, personalized for you.” Not made by someone with a point of view. Generated by a system that knows what makes you stay. The feed stops being a town square. It becomes a mirror. Showing you exactly what you want to see. Made by no one. For no reason other than engagement. Every post. Every video. Every reply. Every comment a creator ever made on these platforms. All of it was training data. Creators didn’t just build audiences. They built the dataset that makes them replaceable. Zuckerberg didn’t build a creator economy. He built a training pipeline with a revenue share. And the pipeline is almost ready to run without them. We spent two decades convincing ourselves that real connection could happen through a screen. We’re about to find out what happens when there’s no one on the other side of it.

Dustin

26,471 views • 3 months ago

WTF, GROK BOT JUST MADE AI AGENTS AVAILABLE TO LITERALLY ANYONE – CREATING CONTENT HAS NEVER BEEN THIS EASY, EVEN IF YOU'VE NEVER MADE ANYTHING BEFORE Content was never a talent problem. It's a headcount problem. One person doing research, design, copy, analytics, timing and publishing – that's six jobs. The switching between them is what kills consistency, not a lack of ideas. Here's what one of these setups actually looks like. A Chief of Staff sits in the middle and routes every task. Nothing lands on the human. → Researcher tracks what's actually moving and pulls real sources instead of guesswork → Writer turns that research into finished copy, ready to review → Visualiser gets fed a few reference visuals once, then ships everything in that style → Analyst reads the numbers and tells the rest of the team what worked → Scheduler owns timing and holds the queue → Publisher ships it The part that makes it work: every agent on Grok Bot gets its own persistent computer, browser and file system – and they all share memory. So the research is already sitting inside the draft before the draft starts. No copy-pasting between tools. No approving every step. No human in the middle. You can even teach an agent a repetitive task by recording yourself doing it once. Start recording, do the thing, stop. It learns the pattern. And that's the real shift. Nobody needs AI to tell them what to post. They need it to delete the 40 steps between the idea and the post. Everyone has a backlog of things they've meant to make for months. This is what starts clearing it. Full breakdown of the setup in the article below ↓

SCOTTY BEAM

4,238,395 views • 1 day ago

I just compared Claude Code vs Codex vs Cursor CLI The task was to build a Next.js app with Tailwind 4 and shadcn components to collect customer feedback and showcase it with a widget. I gave all three the same prompt and let them go for 30 minutes to see what they came up with. Claude Code with Opus 4.1 Even though I told it to set up the app in the existing project folder, it tried to create a directory for it. After I interrupted and told it not to do that, it built a demo form and landing page with no errors. I had to ask it to make the demo interactive so users could submit a testimonial and preview it. The landing page looked like AI and was pretty basic, but it worked and it was done in a fraction of the time of the others. Total tokens used: 33k Codex with GPT-5 At the end of the 30 minutes I just could not get Codex to produce a working app. It got stuck in a loop of not being able to set up Tailwind 4 and despite many, MANY, attempts, I ended up with a "failed to compile" error. Total tokens used: 102k Cursor Agent with GPT-5 This was the slowest agent by far and a couple of times I actually thought it got stuck in a loop and was close to Ctrl+C'ing to cancel it. The TUI is really nice though, especially how it shows diffs and it did eventually build a working app (after one or two slight errors that needed fixing) The demo was interactive and it had a very minimal design that looked bare but also a lot less like an "AI generated" app than the Opus 4.1 design. It also wasn't too chatty and just did what it needed to do! Code quality was on a par with Opus 4.1, but it did use 5.5x as many tokens to get there. Still cheaper than Opus on a direct comparison but not when you factor in a Claude Code Max subscription. Total tokens: 188k I'll be able to do a proper comparison and record some videos when I'm back from holiday but for now, Opus is still the more capable model out of the box and Claude Code is the more complete CLI product. It will be interesting to see how Cursor evolve their CLI though with commands and subagents because I think with GPT-5 they have a real shot at providing competition for Claude Code if they can optimise output to get similar quality with less tokens. Jump to 0:40 in the video to see the two apps. Which do you think is which? ;)

Ian Nuttall

194,949 views • 1 year ago

I gave Elon Musk's new Grok Bot an org chart instead of a to-do list, and in one week I stopped being a founder who does the work and became one who assigns it. eight bots. one org chart. nobody sleeps but me. here's the whole design, steal it. step 1 → 0:01 What we're covering step 2 → 2:01 Installation & Setup step 3 → 3:14 Building the First Bot step 4 → 8:18 Teaching by Screen Recording step 5 → 14:18 Putting it All Together THE ROSTER: Atlas, chief of staff. the only bot I talk to. I give it outcomes, never tasks. it decomposes them and delegates to the team in group chat, and it never does specialist work itself. it posts the plan every morning and what shipped every night, and it only comes to me when a decision is irreversible or spends money. Scout, research. finds and qualifies my ICP. every day: 25 verified prospects, one line on why they need us right now, and a source. if it can't verify, it marks it unverified. it never guesses. Quill, content. turns what the company learned this week into 5 posts and 1 long piece, in my voice, matched from the last 50 things I wrote. drafts only, it never publishes. Pitch, outbound. writes a first touch and two follow-ups for everyone Scout marks ready. 60 words max, one specific observation about their business, one clear ask. queued in drafts, I approve in bulk. Vault, inbox and ops. triages everything into needs-me, needs-a-bot, needs-nothing. it handles the last, routes the middle, and gives me five bullets on the first by 9am. Ledger, analyst. one report a night: what moved, what didn't, and the single number I should care about tomorrow. no dashboards, no adjectives. HOW THEY'RE WIRED one group chat per outcome, not per person. Atlas sits in all of them. the bots hand off inside the chat, so I only read the handoff, I never manage it. two rules that made this actually work: 1. every charter ends with a hard "never do this without asking" line. autonomy without a fence is just chaos on a schedule. 2. show once, don't describe. I ran the full workflow on my screen one time. that single demo taught them more than a page of instructions ever could. WEEK ONE 214 verified prospects delivered. 89 personalized outreaches queued and approved. inbox at zero every morning. 11 content pieces ready. THE POINT most people are still treating Grok Bot like a smarter chat window. it isn't. it's the first time one person can own an org chart instead of a to-do list. my bottleneck was never how much I could do, it was how much I could hand off. bookmark this.

Ridark

395,959 views • 1 day ago

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

20,884 views • 7 days ago

Everyone keeps asking: "What's wrong with web3 gaming?" Spoiler: It's not cold start problems. It's not player retention. It's not lack of narrative. Web3 gave a generation of non-game developers access to millions in funding. They thought: “Let’s launch a token, spin up a studio, and build the next Fortnite… but with NFTs.” Reality: most had never built a real game before. So what happened? • Games got released way too early • Content was nonexistent • No real core loop, no polish • Empty lobbies from day one • And then they wondered: "Why aren’t players staying?" Because the games suck. The problem isn’t player liquidity or tooling. It’s that the people building these games had no business building games in the first place. They didn’t understand pacing, balance, content pipelines, or how to keep players engaged. A lot of Web3 games are just barely-playable prototypes disguised as live games. Why? Because these studios ran out of money before they were ready—or never scoped the game properly to begin with. And it’s not just the games. It’s the studios themselves. • No clear leadership. • No product vision. • No dev pipeline. • No publishing strategy. Just vibes, Discord mods, and Tokenomics spreadsheets. And you wonder why the token is going down only? Now enter AI. Cool tools. Great potential. But let’s be clear: AI doesn’t fix bad judgment. If you don’t know how to design and ship a good game, AI isn’t going to save you. It’ll just help you fail faster. The edge AI offers in this space is to the people who already know what they’re doing. A real game designer with AI is dangerous. AI can scale content, speed up dev time, automate workflows—yes. But none of that matters if the core game is still boring. If the team doesn’t understand games. If no one wants to play. TLDR: AI won't save Web3 gaming. But it might amplify the few studios that know what they’re doing. The rest? They'll just fail faster—with slightly smarter bots. I am still bullish on a select few web3 games, but the majority are going to die and for good reason. Rant over

Web3 Wesley

20,716 views • 1 year ago