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This game is entirely "vibe" coded. I spent 6 months using AI to replace Unreal Engine from under our game Em-8ER. Now we're developing 93x faster than we ever did before with Unreal. Because our engine is developed to be 100% AI first instead of tacked on. It is...

3,197,817 次观看 • 1 个月前 •via X (Twitter)

52 条评论

Leaflit 🍃 Angel's Sword 的头像
Leaflit 🍃 Angel's Sword1 个月前

holymoly

Grummz 的头像
Grummz1 个月前

Thanks, Leaflit!

Grummz 的头像
Grummz1 个月前

The Feli Gatestrider outfit featured in this video is available to all those who subscribe this month to the Monthly Patron program.

Great Lion 的头像
Great Lion1 个月前

Remove the tail. Much like all the Stellar Blade outfits it ruins otherwise great designs.

Grummz 的头像
Grummz1 个月前

Good idea, we will make it an option!

Wyatt 的头像
Wyatt1 个月前

cameltoe and aereola render pipeline?

Nev G. 💿📀 的头像
Nev G. 💿📀1 个月前

Nice looking, Grummz! Great work! I wish you great success with this new direction. It’s so cool!

Grummz 的头像
Grummz1 个月前

Thanks!

Spidercorpo 的头像
Spidercorpo1 个月前

Yeah i would rather play this game more than play Wolverine anyday

Grummz 的头像
Grummz1 个月前

Low bar but I'll take it!

Emerald Apple 的头像
Emerald Apple1 个月前

I love AI so much lol. This is looking great already!

Grummz 的头像
Grummz1 个月前

ty!

Dr. Clown, PhD 的头像
Dr. Clown, PhD1 个月前

It export to pc steam? Mobile? You have more info?

Grummz 的头像
Grummz1 个月前

Right now it is PC only, and Omarchy port is incoming. If there is enough interest and support, we can expand it to others.

Dr. Clown, PhD 的头像
Dr. Clown, PhD1 个月前

I am very curious as a game developer...

Critical Mass Of Sketchiness 的头像
Critical Mass Of Sketchiness1 个月前

@Leaflit Awesome. And can we kill the phrase “vibe coded”? I hate it so much. What are you coding with? I use grok build and love it.

Grummz 的头像
Grummz1 个月前

@Leaflit I use 3 in rotation: Codex, Grok and Claude. I'm mostly on Astra recently.

Jonas J. Campbell 的头像
Jonas J. Campbell1 个月前

That is very impressive. Game-changing.

Grummz 的头像
Grummz1 个月前

ty

Jeff "SuiJeneris" Chau 的头像
Jeff "SuiJeneris" Chau1 个月前

Glad you said “vibe” coding. All the viral (lazy) posts on X make it seem like AI can build an amazing game with a cheap prompt. Prompting is cheap and solid output isn’t easy at all. The generate → review → loop until it holds part is the work.

Grummz 的头像
Grummz1 个月前

The data structures and architecture become more important. The coding was always the drudge part.

Zedris Alvaro 的头像
Zedris Alvaro1 个月前

@Leaflit I need to pay attention to this. I want to make a game I’ve been writing lore for the last few years. Would this work standalone for asset creation or would it be a good idea to learn astra with blender integration that’s coming?

Grummz 的头像
Grummz1 个月前

@Leaflit We have our own bridge plug-in for Blender. You can use any of your LLMs.

Reid Southen 的头像
Reid Southen1 个月前

I would love to know how you arrived at precisely "93x faster".

Jon Del Arroz | Sci-Fi And Fantasy 的头像
Jon Del Arroz | Sci-Fi And Fantasy1 个月前

This is the best news I've heard all day.

Anonymous 的头像
Anonymous1 个月前

Do her ass cheeks make a clapping sound when she runs?

𝐆𝐈𝐆𝐀󠁇󠁲󠁯󠁫󠀧󠁳󠀠󠁂󠁆󠁆𝐁𝐄𝐀𝐑 的头像
𝐆𝐈𝐆𝐀󠁇󠁲󠁯󠁫󠀧󠁳󠀠󠁂󠁆󠁆𝐁𝐄𝐀𝐑1 个月前

Good stuff, though I'm leaning away from Vibecoded and more towards Codemaxxed lately.

Brian Bright 的头像
Brian Bright1 个月前

What chick runs in sand in high heels? Love the ass but for real?

Grummz 的头像
Grummz1 个月前

I thought you were a man of culture...

SpecialOfficerDoofy 的头像
SpecialOfficerDoofy1 个月前

People on bluesky are about to lose their shit. Grummz talking about AI is going to ruin their celebration of Charlie Kirk's death.

Mr J 的头像
Mr J1 个月前

Lose the tail. Its just flopping around and not behaving like a tail should. Besides that... I'll be back to play again.

❄️ Keisaraynja ❄️ 的头像
❄️ Keisaraynja ❄️1 个月前

Looking great man, character design especially has improved a-lot too, can’t wait for more.

Trouvo 的头像
Trouvo1 个月前

Wait, so if im understanding correctly if i become say an archon backer today, will i have access yo use this engine to basically vibe code my own game? Trying to solo build on unreal or unity is tedious even with having gone to the art institute for game programming before they got shut down for fraud

Grummz 的头像
Grummz1 个月前

Yes, backers will get the engine drop early.

EllisVegasMoose 的头像
EllisVegasMoose1 个月前

Hows it any different from 1,000 other games. Is the story good, is there some groundbreaking play mechanic, is the campaign good are the NPCs somewhat intelligent, is the multiplayer any good. Just cause slapping something together with AI doesn't make it good or even preferable

James Tusha 的头像
James Tusha1 个月前

If you're working 93x faster, then that means what would have previously taken you 93 years to make should now take 1 year. If this was 6 months, does that mean you previously would have taken 46.5 years? How are you quantifying 93x?

Kaplan 的头像
Kaplan1 个月前

Still haven’t seen a single shot of the tools. Show the tools and workflow

Grummz 的头像
Grummz1 个月前

Tools are for humans. When we need one, the AI whips one up in a few hours. We'll be showing that tomorrow. Gotta think different.

Kaplan 的头像
Kaplan1 个月前

OK great! Looking forward to it!

Grummz 的头像
Grummz1 个月前

Love your games btw.

Timothy Stebbing 的头像
Timothy Stebbing1 个月前

Hey Grummz, OG Tauren Druid here, thank you for being awesome. how appropriate would you say your engine is for a heavily sea-based game (storms, ships, big waves?) ... I've had this idea stuck in my head since games went woke to build a tongue-in-cheek team based competitive 1800s whaling simulator.. Pick your crewmates in the tavern (lobby), men only of course, women get to wail for their loved ones from the docks, then survive team-based visceral whaling adventures, sing sea shanties, fight the kraken, rank up and fight hell-whales in seas of blood. I've been a dev for 30 years but never made a 3d game, is this the engine for me?

nawkken 的头像
nawkken1 个月前

This is pretty cool Grummz! I’m excited for the future of gaming. A lot of people keep panicking over AI but I think the benefits are going to be awesome.

pat 的头像
pat1 个月前

love the reuse of firefall assets WEN NEW FIREFALL heh, plus i also believe in proper usage of AI in programming i did a bit of test from scratch trying to do eve online x runescape mechanics its wonderful i was able to do 3 years of back end work + basic mechanics in just 3 days

Nathan Lands 的头像
Nathan Lands1 个月前

Love this!

Lachx 的头像
Lachx1 个月前

Got some Firefall vibes from this. Nice!

James 的头像
James1 个月前

it does look vibe coded to me. odd lighting artifacts, shimmer everywhere, issues with geometry. I like the vibe, it has potential, but the amount of effort to get the engine on par with unity instead of building the game itself doesn't seem to be a good time or token investment.

Majid Manzarpour 的头像
Majid Manzarpour1 个月前

🔥 awesome work, look forward to seeing this grow

Andy d'Axolot 🟩🟪 的头像
Andy d'Axolot 🟩🟪1 个月前

Why did you put vibe in quotations?

Grummz 的头像
Grummz1 个月前

Because it takes a lot more skill than just prompting. To be production ready you have to have knowledge of how games are put together and how to guide the AI.

IngressLog 的头像
IngressLog1 个月前

He's gonna lose that bet.

Brandon Winston 的头像
Brandon Winston1 个月前

@richgel999 This is definitely the way. What language is the engine written in?

Grummz 的头像
Grummz1 个月前

@richgel999 I like C. There is also some Elixir.

相关视频

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

359,824 次观看 • 2 个月前