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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...

2,811,169 görüntüleme • 1 gün önce •via X (Twitter)

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Leaflit 🍃 Angel's Sword profil fotoğrafı
Leaflit 🍃 Angel's Sword1 gün önce

holymoly

Grummz profil fotoğrafı
Grummz1 gün önce

Thanks, Leaflit!

Grummz profil fotoğrafı
Grummz1 gün önce

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

Great Lion profil fotoğrafı
Great Lion1 gün önce

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

Grummz profil fotoğrafı
Grummz1 gün önce

Good idea, we will make it an option!

Wyatt profil fotoğrafı
Wyatt1 gün önce

cameltoe and aereola render pipeline?

Nev G. 💿📀 profil fotoğrafı
Nev G. 💿📀1 gün önce

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

Grummz profil fotoğrafı
Grummz1 gün önce

Thanks!

Spidercorpo profil fotoğrafı
Spidercorpo1 gün önce

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

Grummz profil fotoğrafı
Grummz1 gün önce

Low bar but I'll take it!

Emerald Apple profil fotoğrafı
Emerald Apple1 gün önce

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

Grummz profil fotoğrafı
Grummz1 gün önce

ty!

Dr. Clown, PhD profil fotoğrafı
Dr. Clown, PhD1 gün önce

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

Grummz profil fotoğrafı
Grummz1 gün önce

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 profil fotoğrafı
Dr. Clown, PhD1 gün önce

I am very curious as a game developer...

Critical Mass Of Sketchiness profil fotoğrafı
Critical Mass Of Sketchiness1 gün önce

@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 profil fotoğrafı
Grummz1 gün önce

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

Jonas J. Campbell profil fotoğrafı
Jonas J. Campbell1 gün önce

That is very impressive. Game-changing.

Grummz profil fotoğrafı
Grummz1 gün önce

ty

Jeff "SuiJeneris" Chau profil fotoğrafı
Jeff "SuiJeneris" Chau1 gün önce

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 profil fotoğrafı
Grummz1 gün önce

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

Zedris Alvaro profil fotoğrafı
Zedris Alvaro1 gün önce

@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 profil fotoğrafı
Grummz1 gün önce

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

Reid Southen profil fotoğrafı
Reid Southen1 gün önce

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

Jon Del Arroz | Sci-Fi And Fantasy profil fotoğrafı
Jon Del Arroz | Sci-Fi And Fantasy1 gün önce

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

Anonymous profil fotoğrafı
Anonymous1 gün önce

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

𝐆𝐈𝐆𝐀󠁇󠁲󠁯󠁫󠀧󠁳󠀠󠁂󠁆󠁆𝐁𝐄𝐀𝐑 profil fotoğrafı
𝐆𝐈𝐆𝐀󠁇󠁲󠁯󠁫󠀧󠁳󠀠󠁂󠁆󠁆𝐁𝐄𝐀𝐑1 gün önce

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

Brian Bright profil fotoğrafı
Brian Bright1 gün önce

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

Grummz profil fotoğrafı
Grummz1 gün önce

I thought you were a man of culture...

SpecialOfficerDoofy profil fotoğrafı
SpecialOfficerDoofy1 gün önce

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 profil fotoğrafı
Mr J1 gün önce

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

❄️ Keisaraynja ❄️ profil fotoğrafı
❄️ Keisaraynja ❄️1 gün önce

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

Trouvo profil fotoğrafı
Trouvo1 gün önce

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 profil fotoğrafı
Grummz1 gün önce

Yes, backers will get the engine drop early.

EllisVegasMoose profil fotoğrafı
EllisVegasMoose1 gün önce

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 profil fotoğrafı
James Tusha1 gün önce

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 profil fotoğrafı
Kaplan1 gün önce

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

Grummz profil fotoğrafı
Grummz1 gün önce

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 profil fotoğrafı
Kaplan1 gün önce

OK great! Looking forward to it!

Grummz profil fotoğrafı
Grummz1 gün önce

Love your games btw.

Timothy Stebbing profil fotoğrafı
Timothy Stebbing1 gün önce

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 profil fotoğrafı
nawkken1 gün önce

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 profil fotoğrafı
pat1 gün önce

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 profil fotoğrafı
Nathan Lands1 gün önce

Love this!

Lachx profil fotoğrafı
Lachx1 gün önce

Got some Firefall vibes from this. Nice!

James profil fotoğrafı
James1 gün önce

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 profil fotoğrafı
Majid Manzarpour1 gün önce

🔥 awesome work, look forward to seeing this grow

Andy d'Axolot 🟩🟪 profil fotoğrafı
Andy d'Axolot 🟩🟪1 gün önce

Why did you put vibe in quotations?

Grummz profil fotoğrafı
Grummz1 gün önce

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 profil fotoğrafı
IngressLog1 gün önce

He's gonna lose that bet.

Brandon Winston profil fotoğrafı
Brandon Winston1 gün önce

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

Grummz profil fotoğrafı
Grummz1 gün önce

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

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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

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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? 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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

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