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Update (8 hours development time): Built item layer, object interactions, multi-world / portal. Full live world/item/sprite/NPC editing. World is fully persistent with back-end loop managing NPCs etc. World is now fully buildable live, so you can edit as you go without requiring any restart (if you're an admin). All...

41,526 просмотров • 5 месяцев назад •via X (Twitter)

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At Avalon we are building "Real-time creating" - the ability to generate gameplay ready persistent worlds prompted from text. While others are building real-time video world models, Avalon is building real-time world generation inside a fully playable, persistent multiplayer engine. Internally running at 3840×2180 at 60 FPS. Built on Unreal Engine. Multiplayer by default. Persistent by default. Gameplay-ready by default. This is not a video latent replay. Not a simulation of interaction. It is a real 3D world with physics, logic, and authoritative multiplayer state. Avalon is trained on proprietary Avalon interaction data and powered by a hybrid system that combines language understanding, 3D model generation, procedural systems, and structured gameplay logic synthesis. Players can walk through a live world and generate environments, assets, mechanics, and entirely new gameplay modes using natural language. We accomplish this through a combination of 3D model generation, game logic generation based on our proprietary systems, and AI driven world creation. While other players are inside it. Changes persist instantly. State is synchronized in real time. Creation happens inside the world, not outside of it. Describe a biome. Spawn a civilization. Create a survival mode. Build a dungeon crawler. Launch a new game inside the world. Avalon interprets intent and integrates it directly into the live multiplayer environment. This is not a world model predicting video. This is a gameplay engine that understands language. If you can describe it, you can build it. And others can walk into it instantly.

AVALON

62,100 просмотров • 5 месяцев назад

Introducing GGEZ: The Nextjs for ThreeJS Games It's an open source framework which adds all the missing pieces to vibe code better ThreeJS games It has full codex integration, so a $20 ChatGPT sub is enough to build games! Literally "bun run start" and you have the full development environment on localhost 0. GGEZ Runtime - Abstraction layer over physics libraries - Character Controllers - It's just ThreeJS, no magic - Load ggez scenes and animations automatically 1. Trident - a World Editor - Codex World agent - A full editor to build scenes - Including Mesh editing, vertex, edge, face - Terrain sculpting - Physics and Player Controller settings - It's just exporting json files and glb assets, no magic 2. Animation Studio - The best you can find on the web - Codex Animation agent - Build state machines and animation graphs - Multi dimensional blend trees - Clip Editor: Create new animations with codex or edit keyframes - Equipment Editor: Never miss the placement of your rifle anymore - ROOT MOTION SUPPORT 3. GGEZ CLI Yea relax, it works fully headless and you can just create new games with bunx create-ggez new-game But at this point just use vanilla threejs?? Anyways if you are like me and you can't guess with code where objects should be placed and you are fifty prompts deep into figuring out where that box should be placed, this is for you If you are an anti AI game developer who insists that this is slop, then just leave a raging comment below please it's good for the algo 🙏 The whole thing is absolutely experimental and things will break as i move very fast, but I will be building my game with it so i will make sure it becomes stable asap! Link to repo below

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44,009 просмотров • 3 месяцев назад