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🕹️ Paris-based creative studio Little Workshop (Little Workshop) just reminded us why browser-based 3D experiences still have so much untapped potential. For Netlify's 5 million developer milestone, they built a full Marble Madness-inspired game that runs flawlessly in the browser. The technical execution is impressive: → Three.js + custom...

18,949 görüntüleme • 8 ay önce •via X (Twitter)

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GeoLibre v1.2.0 is here! GeoLibre is a free and open-source, lightweight, cloud-native GIS platform for visualizing, exploring, and analyzing geospatial data. One application that runs everywhere: in your web browser, as a native desktop app, on your phone, and inside a Jupyter notebook. No account, no server, no cost. Everything runs locally and your data stays private. This release packs in 35+ pull requests of new capabilities. A few highlights: - Run SQL right in the browser. The SQL Workspace pairs DuckDB Spatial with a new in-browser PostGIS engine (PGlite), so you can query layers, local files, and remote URLs without a server. - A smarter attribute table. Add fields, run a field calculator, and explore your data with a built-in Charts panel (histogram, scatter, bar, line, and box plots). - More ways to add data. OpenStreetMap PBF extracts, Cloud-Optimized NetCDF/HDF via kerchunk, georeferenced video overlays, authenticated 3D Tiles, and a Layer builder for custom overlays. - Better visualization. Heatmap rendering, point clustering, and H3 hexagonal grids for spatial binning. - New analysis and routing. A Directions plugin, plus Spatial Join, Select by Value, and Select by Location vector tools. - Print and share. A print layout composer that exports your map to PNG or PDF. - Work faster. A command palette (Ctrl/Cmd + K), global keyboard shortcuts, and undo/redo for layer and style operations. - Built for everyone. New internationalization framework, an accessibility pass with automated axe checks, an installable offline-capable PWA web build, React error boundaries, and Playwright end-to-end tests. Try the live demo: Star it on GitHub: Docs and roadmap: Release notes: #GIS #OpenSource #Geospatial #MapLibre #WebGIS #DuckDB #GeoLibre

Qiusheng Wu

39,959 görüntüleme • 3 ay önce

Inspired by Grok as a developer and a heavy gamer for over 15 years, I spent some time last week building a few things. Thrilled to unveil my latest creation: an infinite runner game built almost entirely by Grok from xAI! This project showcases the incredible power of AI in game development. Grok handled everything—from designing the game mechanics to writing the code and even helping me debug issues along the way. I brought it to life using some amazing free assets from a treasure trove for indie developers. You can play the game now at Elon Musk, I’d be honored if you checked it out. AI is revolutionizing game development, and Grok is at the forefront with its outstanding capabilities. It’s more than a tool—it’s like a tireless co-developer. Grok grasps complex concepts, provides suggestions, and turns rough ideas into working code fast. For this infinite runner, it crafted smooth player controls, randomized obstacle generation, and an engaging scoring system, letting me focus on the overall vision. And cross_protocol, founded by Henry @CROSS is set to harness AI’s full potential in gaming, pushing the boundaries even further. This is just the beginning. With Grok’s help, I’m planning future projects: 1) Physics-based puzzle game where players tweak gravity and momentum to solve puzzles 2) 2D RPG with deep storytelling and branching dialogue 3) Fast-paced 3D shooter with immersive worlds Each genre requires unique skills, but Grok’s versatility makes it ideal for all of them. It adapts to any challenge—be it physics simulations, character AI, or level design—producing results that could rival a full dev team. AI like Grok is opening up creative doors I couldn’t tackle alone, and I can’t wait to see what’s next. Stay tuned for more.

J

99,799 görüntüleme • 1 yıl önce

Vibe Coding 3D Garment Software with ThreeJS : A Small Step For Me So, after modeling the human i did what any reasonable vibe coder would do, i asked codex how to get clothes for my models After it was done running subliminal ad campaigns for Marvelous Designer and CLO 3D, i asked it to explain their architecture to me and adapt it to my threejs app. Guess what it did? You damn right, it built the most basic shit interpretation you can think of. And this is the average interaction the Anti-AI coders have until they conclude that AI is slop and/or it can only work if you micro manage it on every line of code. Well, eons of humanities knowledge are now packaged in tiny silicon and transferred across the globe in realtime, available on tap. So anyways i just iterated quite a lot over it, told it repeatedly why it was bad (the initial one used rapier physics and a naive cloth simulation) We found out together that: 1. A ground truth document model is needed 2. The visual mesh in 3D should be triangulated from the 2D shape 3. The physical object is running independently through different solvers: - A fast proxy which is generated by reading all the bones in runtime and just inflating these areas with spheres and capsules - A medium quality proxy which resamples the human model and creates a lower-poly mesh for simulations - Full mesh simulation (can't run it, every simulation tick takes about 5 minutes on my machine) It ended the session by telling me that this is still crap because it runs everything on CPU (thanks, not that i care, but i guess we'll be fixing that?) Oh yea also built a 2D canvas editor with boolean operations so i can build cool stuff like ponchos. It also allows me to mark stitches between two objects, which is how the shirt in the video pulls towards the other half. The garment's properties and materials are not yet exposed, yes i know it looks very stiff like a poncho made from a persian rug, we're working on it, okay? So, yea, tbh this is another endless rabbit hole, let's go i guess

robot

38,935 görüntüleme • 3 ay önce

I ditched Unreal for AI. Kaiju Engine is a completely AI written replacement. To prove it was ready for production, I tested it by recreating and porting my old game, Firefall, into Kaiju, purely from the Steam download, no source. And it worked. Real game code is messy, full of difficult details and compromises. If our engine could handle a commercially released game, it proves you can ship a game with it. We're developing 2 orders of magnitude faster (93x) by lines of code and features. We have fewer bugs, and iteration is super fast. Build times have gone from 30 mins (Unreal) to 36 seconds. Feature rate is through the roof, days instead of months. Our original engine for Firefall took 2-3 years and cost over 5M to build (adjusted). Our new engine was written in 5 months for a couple grand. We built only what we needed, with none of the Unreal bloat. And we added some features: - Modern meshlet based rendering with PBR. - Vis Buffer/Forward+ with clustered lighting. - Id Tech 5 style megatexture streaming. - Planetary sized renderer (entire solar systems possible). - Seamless flight from ground to orbit and space. - No loading screens. - Procedural planet generation with plate simulation. - Client/Server at all times. - Ozz for animation. Jolt for Physics. - Companion Blender plug-in for AI directed asset exports. - 140fps currently, 200-300 projected after optimizations. You can see Firefall's assets and levels ported over into our engine in the video. Texture resolution and pop-in are limitations of the original game (high rez CDN based textures were lost when game went offline, fog hid the original's pop-in). Our meshlet renderer will be able to do much better with LOD and already supports high rez textures. I used Grok/Codex/Claude to tag team the code. This is not just a boon for indie games, it's a real game changer for game preservation. The reaction to seeing this 10 year old discontinued game revived is very emotional for Firefall fans. But we're not just preserving Firefall, we're going beyond, creating an original game that is the spiritual successor, Em-8ER. Gliding, jumpjets... it's all coming back. Moving past Unreal let us move much faster, without the bloat, and with better performance. If you want to signup to follow news on the game, sign up is free at

Grummz

356,428 görüntüleme • 28 gün önce

🚨 We’re officially launching : ANIMA STUDIO 🚨 ⭐️ To celebrate, we’re kicking off a 30-DAY CHALLENGE ⭐️ Every day, you’ll find a new case study across our platforms – showcasing our creative vision and technical expertise. Expect: - Brand ads (real or fictional collabs) 👟 - Short films 🎥 - Product reels 📱 - Character design 🦖 - Set design ⛰️ - Art direction 🎨 ..and more. All powered by AI tools + design expertise. We've been producing visuals (images & videos) for brands, entrepreneurs & companies for over 6 months — and have been doing it manually for over 3 years. But Anima Studio is a much bigger vision. We’re blending our roots in design with cutting-edge AI to build something new. In fact, months before this announcement, we started working with a major US production (multi-million budget). 🇺🇸 We can’t say more for now — but it’s moving fast. Our studio covers a full creative scope: - Art Direction 🎨 - Visual / Communication Design & Branding 👁️ - Ad Creation & Deep Brand Identity 🛜 And for Film & Entertainment 🎬 : - Pre-production (worldbuilding, chara & set design) ⭐️ - Production/Post-prod (AI animation, VFX…) 📺 - Transmedia (comics, merch, narrative extensions…) 🪐 - Short Film 🍿 And a lot of innovative ideas to come. We’re still continuing our content creation & training activities on AI & design. Today, we’re just sharing a fun little teaser to launch the challenge — but a proper trailer is coming soon. 💛 Thank you all for the support. 🙏 This wouldn’t be possible without your encouragement. See you tomorrow for the first fictional ad of the challenge! Let’s go. 🚀

Anima

75,171 görüntüleme • 1 yıl önce

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

33,639 görüntüleme • 1 ay önce

Here is the Geometry Nodes Weighted Normals with Laplacian Blur on a full character (a vroid). It easily improves the shading even on game topology with almost no setup. I built this as part of my quest to improve real time toon shading. 3D anime models are popular, but use of dynamic light is rare even among high quality vtuber models. This is for several reasons, but a big one is simply that it takes a lot of Custom Normals work to make 3D cel shading not look like a jagged mess (other pieces of the puzzle are issues like deformations, multiple lights, etc). And fixing Normals is tedious, especially on existing game topology. I have focused on proxy meshes for priority areas like character faces, but they aren't an efficient solution for the whole body + outfit. I wanted something I could just throw on any model and make it at least not a jagged mess anymore even if it wasn't perfect. As you can see from this clip, this does that very well! And vertex groups can be used to control the style of the effect and power. It still can't smooth beyond what the topology density can support, but the topo itself is no longer a problem (for higher res, could be run on a subdivided version of the model and then baked to a Normal Map.) The only changes I made to this model were adding a weld modifier to merge split edges during interpolation, and a vertex group to select the skirt. I have not yet added full handling and logic for detecting edges with big angles like the skirt, or for handling boundaries like on the hair, so both those areas can get better too. You can also see that while it successfully smooths out the Face, it isn't really stylistically correct there. That is still best done with a proxy mesh to define a new shape. This is part of the tools I am working on for Fondant. We are putting together a Blender Addon to release this + a proxy mesh tool for the face, and are working on resolving other problems in-engine to fully bring dynamic light to real time 3D toon shading. Give us a follow, and send them a DM if you are interested in testing these tools as they develop!

aVersionOfReality

14,904 görüntüleme • 1 yıl önce

Solon Lee (Producer at Kuro Games): Thank You for Playing My Game "Wuthering Waves: Exploring Game Creation Under Unreal Engine." Interview by Nvliu66 When you think of Unreal Engine, what comes to mind? A few days ago, at the Epic Games Shanghai office, I met the producers of Clair Obscur: Expedition 33 and Wuthering Waves. Both games are developed based on Unreal Engine, and they shared the stories behind their game creation. My biggest takeaway was that while a great game stems from a producer's emotional expression, its realization relies on the "escort" of technology. Let's return to the interview scene and listen once more to their unique insights on game development. Wuthering Waves and Unreal Engine Bill Clifford (VP and GM of Unreal Engine at Epic Games): With Wuthering Waves, they used many complex artistic techniques to present this anime style, and it's truly outstanding. They are among the first companies to create a role-playing game in an open world that is also cross-platform, which is another incredible feat. They introduced console-level graphics and combat systems while maintaining a consistent update frequency. Furthermore, as they adopt and integrate new Unreal Engine technologies into the game, the experience is continuously enhanced. It’s a truly inspiring success story. Solon Lee (Producer at Kuro Games): We have grown alongside the updates of the UE engine, including the release of UE5. Throughout the process, we’ve been able to learn from UE’s updates. When UE5 was released, it introduced many new technical features, especially ray tracing. Everyone currently praises the ray tracing effects in Wuthering Waves, which is actually due to the continuous updates of the engine. We found those highlights and ported them over to UE4.26. During this process, our engineers were learning the logic of the engine, following its updates, and developing an engineering mindset and a way of creating visual effects. So, my biggest personal takeaway is that choosing a top-tier engine doesn’t just make the game better; it makes us better in the process. "Punishing: Gray Raven" was developed on the Unity platform, while "Wuthering Waves" is based on Unreal. What was the reasoning behind this change at the time? Solon Lee: Psychologically, we don’t have a heavy dependence. We don't feel that just because we've used Unity, we must continue using it. We are a bit more pragmatic. When we were about to start Wuthering Waves, we clearly knew we wanted to make an open world. UE obviously offers more support for open worlds. We felt that "standing on the shoulders of giants" to make a game was definitely a more practical decision. At that time, we could also sense that most engineers in the industry had an aspiration toward UE. "Wuthering Waves" has been live for a year and a half. At this stage, could you use a short summary or a few words to introduce "Wuthering Waves" to the players? Solon Lee: Wuthering Waves is a game that strives to continuously create resonance with players. From the excitement and design of the action to the scriptwriting and performances, we strive to find "highlight segments" or moments in every version that can trigger internal resonance, touch the heart, or make players "scream" with excitement. This is actually a creative consensus our team has slowly formed over the past year. When we find that moment in a version and we ourselves "scream" for it, we feel that there is a high probability that when the version is released, it will be recognized by the users. Because the most important thing about a game is that it must be fun, as developers, we often think about what kind of game qualifies as "fun." What is a "Fun" Game? Solon Lee: One point I can think of right now is that the rules should be as simple as possible. As soon as you start, after two slashes or casting a skill, you should feel, "Wow, that was so cool! I want to do it again! Wow, so cool!" Specifically for action games, the "fun" is often hidden in very small granularities. For example, if you compare two different games where you are just running and jumping, the running in some games feels fun. Why? It might just be because the "grip" is better, the animation swing feels better, or it gives you a sense of gravity or momentum. Whether a point in a game is fun can be subjective. For me, there are a few games that have had a significant influence on my work. One is definitely NieR; when we were making Punishing: Gray Raven in the early days, we were very inspired by NieR. When Devil May Cry 5 came out, it gave us a lot of new inspiration for our combat system. Death Stranding is indeed one of my personal favorite games from recent years. When Elden Ring was released, it also gave us a very strong impression and touched us deeply. The project for Wuthering Waves started in the first half of 2020. At that time, there were very few open-world action games on the market because most action games back then were stage-based (linear/hub-based). All excellent action games required very tight level design. Later, Elden Ring came out, and experiencing it gave us strong resonance. We felt that action games definitely have potential in an open world, and we believe it should be that way. A Message to the Players Solon Lee: I am truly grateful that so many players like Wuthering Waves. It is because of everyone’s love whether it's encouragement or criticism that we are given a lot of motivation to maintain our continuous passion to make our game better. I believe the only way we can give back to the players who like Kuro and Wuthering Waves is by producing better and better versions and content, and making more and more great games. Happy New Year, and thank you for playing my game. translated by Xu #WutheringWaves #WuWa

Naru

55,609 görüntüleme • 7 ay önce

Introducing Workshop: cloud + on-device agentic AI. And to celebrate, we're giving away $250k in Google Gemini AI credits. (details below). The future of AI work is neither cloud-based nor local. It's both. In Workshop Cloud, you can use agents powered by frontier models like Claude and/or open source models like Z.ai's GLM-5 to build internal tools, dashboards, and AI web apps. Or, breeze through tasks like managing your Google and Meta Ads. In Workshop Desktop, you can do all the same right on your computer, plus make desktop apps, mobile apps, and 3D creations. Our favorite part? You can power the full agent experience with local models like Qwen 3.5 family on your computer. Fully offline. 2026 is the year in which local models for agentic tasks will become viable for mainstream use. But the setup for tools like OpenClaw is like setting up Linux from scratch on your computer. Workshop Desktop is one-click to install on Windows, Mac, and Linux. It recommends which open source model you should use for your hardware and lets you download and run it right in the app. And its agent harness allows you to chat, create websites, build personal utilities, and analyze data. 100% offline. Or multitask with AI models in the cloud while running other agent threads locally. Start in Workshop Cloud when you want flexibility and speed. Download your project and continue in Workshop Desktop when you want local files, privacy, and/or better performance on large code bases. Publish from either. The agent tooling space is maturing and discerning users have come to expect a lot from their tools. We've packed Workshop with features to help you 10x your productivity. - Native support for skills - Autocompaction for seamless context management - Built-in AI for your apps - Dozens of connectors, like Google Drive, Big Query, and Supabase - dbt integration to ground your dashboards in your semantic layer - Native Github integration - Private app deployment - ... and more (+ we're shipping super fast) To access the free credit offer, RT this post and reply with "Workshop". Make sure you are following us so we can DM you the instructions to redeem. - First 100 to RT + comment get $500 in credits. - Everyone else gets up to $250 And thanks to our partners Modal, Google Gemini, and Z.ai!

Workshop AI

29,245 görüntüleme • 5 ay önce

Probably I vibe coded a lil startup here? 😭 It has been such a loooong wish of mine to build some kind of 3D experience where I could customize a T-shirt in literally any way possible and it’s finally here. Built with Three.js using GPT 6 Astra, this is a full 3D T-shirt customization studio where you can visualize and customize a realistic shirt directly in the browser. That T-shirt itself was modeled by Astra using Tripo right inside Codex through Tripo Plugin. And you can pretty much do anything with it. You can paint directly on any side of the shirt using different brushes and colors, or even spray paint it in real time just like you would spray on a wall. There are also stickers generated using GPT Image 2.5 that you can place anywhere on the T-shirt, resize, reposition, recolor, layer, and customize however you want. On top of that, there’s support for things like fabric customization, sizing, layers, colors, and even wind simulation to push the realism a little further. Once you’re done, you can export the entire design as a 3D view or export individual images of the T-shirt so you could technically take the design, print it, and maybe even sell it. One of my favorite parts is how the spray painting effect works directly on the 3D T-shirt in real time. I also loved seeing how Astra managed to keep the whole experience performant across devices using a custom BVH implementation along with several CPU side optimizations. And the process of building it was super simple. I generated the initial studio design using GPT Image 2.5, gave that image to Astra with the Tripo Plugin enabled, and it basically handled everything from there. I didn’t have to separately generate a 3D reference, upload it to Tripo, download the asset, give it back to Astra, or manually coordinate any of that. Astra handled the entire flow on its own without needing any additional input from me. Really happy with both the process and how the final result turned out. Live:

The Bugged Dev

28,413 görüntüleme • 1 gün önce

Special thanks to Google DeepMind for inviting me to try out Genie 3. I'm excited to share my thoughts on this early research prototype and also some of my live recordings below: I spent the whole day playing with the system and when it works, it is truly mind blowing🤯. It is the first neural game engine / world model I have tried that generalizes so well and has long term world consistency. Here’s a couple of examples from my live recording and some thoughts on what it means for the future of gaming, robotics, digital experiences and ASI. Where it shines: - Truly general-purpose and quick startup time. Works exceptionally well for gaming environments but also generalizes to other industrial and real-world scenarios. - It learns physics. Although there are systematic failures even for rigid body physics, it was clear to me that it can learn game engine and non-rigid physics without an underlying engine (and in limit learn from game engines via training data). - It works exceptionally well for stylized environments with characters walking around. This will have implications for concept artists, level designers and game devs. - It is way more fun than video models, indicating that there are high retention consumer experiences waiting to be built with this in the future - Photorealistic walk throughs and drone shots work exceptionally well - Global illumination and lighting works surprisingly well - Visual memory is quite powerful and the same objects approximately remain coherent under occlusion and longer time horizons Open Problems: - Physics is still hard and there are obvious failure cases when I tried the classical intuitive physics experiments from psychology (tower of blocks). - Social and multi-agent interactions are tricky to handle. 1vs1 combat games do not work - Long instruction following and simple combinatorial game logic fails (e.g. collect some points / keys etc, go to the door, unlock and so on) - Action space is limited - It is far from being a real game engines and has a long way to go but this is a clear glimpse into the future. The Future: - It is impressive enough for me to have strong conviction that this is going to disrupt the gaming industry. It is super early days and there are a lot of failures but the writing is on the wall. Lots of challenging scientific, engineering and scaling problems to be solved but it is going to happen in the next 5 years. - This is the final piece before we get full AGI and now I think we are well on our way to truly solve it once something like this is scaled up. In many ways it is more ASI than AGI but this is a matter of definitions. The fidelity and generalizability will reach human-level and quickly surpass humans - People are going to combine this with 3D AI and LLMs to build AAA games.

Tejas Kulkarni

88,083 görüntüleme • 1 yıl önce

"Please fix Markdown tables!" Okay: text-only, wrapping, columnar selection, proper border conjunctions, fill full width, in opencode beta now. "What took so long?" Here's a writeup: OpenTUI uses yoga layout and has elements called Renderables. Boxes with borders, plain text, code with tree-sitter backed highlighting and other primitives. Organised in a tree structure resembling somewhat of a DOM. Approaching a table naively, given the primitives are there, one would think to just stack box and text elements the right way in a flex-box layout to visually represent a table. Boxes support borders. Problem solved. This is what an LLM would one-shot in a working state, given OpenTUI's API surface. Ignoring the fact that just using box local borders don't handle border conjunctions properly. Benchmarking something like that quickly shows that instantiating an average table takes >70ms and incremental updates become expensive. Hugely due to yoga-layout via wasm having a painful price on yoga API calls. The whole ordeal becomes memory hungry, because a Text element handles more than just plain text. A simple 4x6 table needs a Box and Text per cell, ending up with 48 heavy nodes that yoga must lay out. "But that's just OpenTUI being slow" - you might say. Yes, but no. Yoga should be integrated in the zig native binary core of OpenTUI. It is on the roadmap to do so, which will speed up render passes by 2-5x. Yoga-layout has an open PR to support CSS Grids, which would greatly ease building something like a table. We will use that for fully laid out tables when it gets there. Below the typescript core level Renderables, there are lower level primitives like TextBuffers and TextBufferViews, bound via FFI and completely handled in Zig. I was stuck expecting a table primitive to handle a full layout like a table in the browser does. For Markdown all we need is a text-only table. So we had to come up with a better idea, something that is feasible now. A table layout is pretty straight forward. No need to have yoga deal with that. Using TextBufferViews for cells directly gives lower level control and eliminates some overhead that Boxes and Text renderables have. A simple native method to draw a grid with proper conjunctions is a nice library method. It will surely be used for other cases, so that's what we added. Using this simplified approach we were able to bring down initial instantiation to <1ms, more than 70x improvement. With a far smaller memory footprint. Given all the low level primitives are known and implementing a text-only table like this is possible, Codex was of great help to carve out the PoC, setup the benchmarks and tests. That's only a fraction of what was needed though. The table needs options to span the full available width, render different border styles, show/hide borders, padding, selection etc. So many iterations later OpenTUI now has a text-only, performant and relatively cheap TextTable that we can leverage to render Markdown tables in a streaming/incremental manner. Efficiently and properly.

kmdr

208,295 görüntüleme • 6 ay önce

I’ve been using GPT-5.6 Sol internally for the past two months, I've spent probably 25+ billion tokens. Here’s my review and comparison to Fable 5: > Let's start with the analogy because everyone seems to be giving theirs - GPT-5.6 is likely the last version of the GPT-5 training run series. It's kind of like an athlete at their peak. Through years of experience in the game, they've become the most reliable player and has the highest game IQ. But, there's no more room to grow. Fable on the other hand, being essentially the first version of a new training run, is the first round draft pick rookie. Raw talent mixed with the energy only a young person would have results in some incredible plays we didn't think possible, but also mistakes due to lack of experience. But that rookie will only improve and likely will be better than the veteran ever was because it's a new game and a new era. > GPT-5.6 is genuinely better at long, sustained work. With /goal, I've had it running complex projects for days with almost no intervention. It built a Minecraft-style game, kept adding features and mobs after the core game worked, and only stopped because I stopped the run. I never felt as though I had to jump in and guide it back to the right path. > It keeps finding useful work when you give it a concrete finish line. I had it recreate Excel with a loop. It inspected the real desktop excel app with Computer Use, comparing that against its own build, and closing the gaps. I stopped it after six days after it had built an incredible amount of functionality. > It's faster than other models in two different ways. The raw generation speed is higher, something OpenAI has been putting effort into. But it also takes a shorter path to solutions. It wanders less, changes less code, and generally knows how to get things done directly. In daily use, it feels about 2-3x times faster than Fable. That's my impression, not a controlled benchmark. The difference is large enough that I notice it constantly. > It works well across a wide range of tasks. I use it for one-line edits, quick questions, browser chores, and multi-day builds without changing my prompting style. Speaking of browser control, its the best ever I've used. To the point where I actually use it often. If a task lives on a website, GPT-5.6 usually opens the browser and does it there instead of asking for an API key or forcing everything through the terminal. When I switched back to GPT-5.5, it went straight to the command line even when the browser was clearly the better tool. > And it can handle real browser work, not just toy demos. During a data import, I had it monitor Supabase and resize instances as the load changed. It stayed on the dashboard, adjusted capacity, and checked the result without an API or a custom script. > I also gave it a full Google Workspace migration. It moved Forward Future from to preserved the old aliases, and configured MX, SPF, and DKIM. Before a consequential save, it stopped, explained exactly what would change, and waited for confirmation. > The reasoning setting matters a lot. Light is good for questions and small edits. High and Extra High are the sweet spots for serious work. Ultra usually takes longer than the extra thinking is worth and burns tokens. > I love that 5.6 is split into 3 sizes. Not only can you control speed and cost that way, but you still also have the thinking effort setting for each of them. Very precise controls. I just wish Codex automatically routed my prompts for me. > Its personality is blunt and a little bland. Claude feels warmer and more natural to talk to. GPT-5.6 is more clinical, but I like that for work. It gives me enough explanation and rarely pads the answer. I usually have to ask Fable to explain things more simply and/or more concise. > Its front-end taste has improved, but the default is predictable. Left alone, it turns websites into PowerPoint decks with huge statements and hard section breaks. The good news is that it takes design direction well and can revise without destroying the parts that already work. > It still makes confident mistakes. I asked it to rebuild parts of a system, and it told me the job was finished. Later, I found out it wasn't. Bits of its internal process also leak into the answer occasionally. > Claude Fable is more naturally autonomous on large, open-ended projects. GPT-5.6 is easier to reach for. I don't need to invent a huge project to justify using it. It works just as well for a small edit or browser chore. > GPT-5.6 is also cheaper. Sol costs $5 per million input tokens and $30 per million output tokens. Fable costs $10 and $50. Cached input is cheaper too. Still, cost per finished task matters more than cost per token. > GPT-5.6 isn't the best at everything, and it still needs supervision. But it generates faster, wanders less, works at almost any scale, and wastes less of my time. It's the model I have the most confidence in to get the job done right the first time. I put together a full breakdown with all the tests, prompts, and examples on a site. You can read it here:

Matthew Berman

188,095 görüntüleme • 2 ay önce