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Sure, 3js in webpages are neat but, Codex: "you have access to Blender & Unity. I want you to make a new game, with full assets, in which you play as an otter who can get into mech suits shaped like animals and that are critical to game play"... show more
66,292 görüntüleme • 1 ay önce •via X (Twitter)
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Its pretty neat that it was able to manipulate all these different systems, including making new Blender models with animation

Yeah I’ve also had a lot of luck working in unity/blender lately. I think the computer use tools frontier models have are just getting them better and better working directly in applications Love your game idea too, super unique! Would love to see you post it on @_portals_. It’s a free hosting platform with monetization and distribution tools. Check it out!

I find godot works best

Working on a blender/unity game right now I’m jealous of the three.js demos 😂

Personal on the fly games is near. All you need is a prompt and an idea. Gauntlet loop for the win!

This is the interesting leap: one agent crossing code, 3D assets, animation and gameplay instead of producing another isolated demo. The otter game may be ridiculous. Good. Ridiculous projects expose whether the tool can actually coordinate a world.

3js one-shot tests are excellent examples of brute force and skill of the models, but think about what they could do with less effort by relying natively on tools, engines, and assets already prepared. Think of a harness built around a Unity/UE, with each sub-agents dedicated.

The leap here isn't the code, it's that it drove Unity and Blender like a user. "AI writes code" was step one. "AI operates the tools we operate" is the step that actually changes who gets to build.

It's a fun result, but we're all rapidly overrun with similar ones. I'm ready for the next level, so the 3D models and their animation, and the whole game really, doesn't look like AI slop.

Cost bro ?

an otter in a mech suit is such a random idea and it actually made it work

@grok i’ve had a hell of a time getting unity to work with claude. is it made easier with codex?

How would you compare the spend to just web based threejs?

Damn

the rig is the part I'd stress test here, plenty of agent asset pipelines spit out a clean static mesh but a working armature with real animation data through bpy is usually where they quietly fall back to a placeholder.

How did you connect to blender and unity - all MCP or?

the mech otter is the hero we needed, but i need to see if it can handle rigging

Cool. Did you give it any assets at all or did it create everything?

The wild part is not generating the asset. It's coordinating the entire creative pipeline.

cool concept

you could make a beaver dam and tunneling game with

holy. shit.

the tell here: the model didn't need a new skill, it needed access to the tool your team already pays for. most "AI can't do X" is really "we never gave it the login." bet that's 80% of your backlog.

How did you give it access to blender and unity?

what is unity?

Besides blender did you need any other addons/services to do all that?

is this the best argument for agent autonomy or for a sandbox.. possibly both?

🔥🔥🔥🔥

NPCs in games can finally play useful roles.

The gap between a prompt and a playable game with its own assets just collapsed into one sentence, and the sentence was about an otter in a mech suit. Wild that this is now the boring part.

From a short prompt to a playable game with custom assets is still impressive. The jump in creative agent capability is real.

The premise alone is crazy and I love it, but the game looks great. Did it use blender to create the in game characters or just Unity?

It made the assets too 😳

I think the lighting engines are what let threejs down am I wrong?

Blender and Unity for otter mechs sounds fun
