The Vision, Nightwalk Simulator & Microwave Simulator WISHLIST ALL NOW! https://xitter.cf/t.co/1ZdHq64O0u https://xitter.cf/t.co/MvkeCOXLxO

Atlanta, Georgia - USA
Joined June 2019
There's a pattern with these anti-AI absolutists: call everything "slop," insult anyone who disagrees, then hit block after getting the last word. I've refused to use AI in my own games, yet apparently even discussing the difference between automation and authorship makes me an "AI cultist." This hostile, gatekeeping attitude is part of what makes tools that lower barriers to entry so appealing. You can't even find common ground on where ethical boundaries should exist, then wonder why the industry is embracing the very technology you despise. You aren't changing minds. You're driving people toward the opposite end of your ideals. Exactly why I once was "Anti-A.I", but not anymore.
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I'm part of the lucky devs that have had experience building custom rendering Engine's before A.I became a thing. A.I can build you a rendering engine, but can't touch the level of efficiency that an experience developer can output. This is one reason I don't fear Vibe Coders.
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My GenAI take: Back in 2024, when @gamefromscratch asked @TimSweeneyEpic if Quixel Mixer was dead, I believed Epic was rebuilding it with Unreal tech. Unfortunately, it really was dead. Mixer was essential to my workflow, and I hoped it would become a serious competitor to Adobe's Substance tools. I've built a lot of personal use tools over the years but rarely had time to polish them for public use. From UE editor tools like procedural mesh conformation, world partition tile optimizer for world machine outputs(UE4 timeline because world partition tiles would have major visible seams from world machine if the tiles were too small. So I wrote a C# console tool that took larger tiles and divided them into smaller tiles).. All this to say, I never shared many useful tools I will always hold that AI should not replace actual programming knowledge and engineering experience. But using it to accelerate development on my own code? That's changed my perspective entirely. With AI assistance, I'm finally consolidating separate tools I made for myself after Epic shutdown Mixer into Vision Mixer, what I'd always hoped Mixer could become. Still a WIP, but progressing faster than I ever imagined. Here's a first look! #gamedev
Since Mixer was built with Unity, I'd bet they're moving it over to Unreal Engine technology similar to how UEFN was built. From experience trying to build 3D tools with UE4 & 5, UE is not great for building these types of apps.
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So many years of ugly WinForms and WPF tools purely out of a lack of time to really hammer out something pretty that I didn't need to be pretty🤣.. There is more
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This is a very interesting comment considering I'm someone that has had my game idea stolen and cloned by an A.I "dev". Stole the exact name too. And of course, this individual hits the "block" button to avoid any pushback. This is one of the other reasons I stopped being Anti-A.I, to watch ppl like this lose commissions
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Keep in mind, this is the same got that blocks everyone that offers a counter to his asinine takes. He's even blocked me 🤣🤣
Replying to @ThreatInteract
Spamming and harassing people isn’t argumentation but gets in the way of it, so blocking is a natural response.
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3d modeling is a passion. After spending months working on C++, implementing QA feedback, it feels good to finally be back in 3ds max and Substance Painter
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Pineapple on pizza's are strictly forbidden in the world of Microwave Simulator! store.steampowered.com/app/2…
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How my timeline has been looking 🤣
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I think I enhanced the play experience of Microwave Simulator by A LOT! Top tier AAA Insomniac level game design right here! No, you can't turn it off!
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I spent months hand crafting and constructing this entire neighborhood for Microwave Simulator + the code... and now AI can do it with a prompt? I guess you will be able to completely generate a full GTA or RDR2 sometime in the not-so-distant future.....
Astra is very good at 3D modeling, and I can't wait for all of you to experience it, for now here is a little walkthrough on how I built the demo house for our launch blog post. From a Blender scene to a Unreal Engine 5 walkable experience. 🧵
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What can't you shrink/grow in Microwave Simulator? Check out the Devlog on Steam and WISHLIST store.steampowered.com/news/…
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Microwave Simulator has new HUD! Check out the Devlog 2 on Steam NOW! Got new HUD, and an XeGTAO implementation before GTA 6 store.steampowered.com/news/…
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Devlog 2 is Ready! Check it out and see the progress on Microwave Simulators gameplay! store.steampowered.com/news/…
Running a restaurant within your house? With a gun and gun that shrinks and expands? Well, that's us! I mean our lovely Microvae Simulator and the news behind it! New devlogs have dropped; check out what news we're cooking for you!
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The problem isn't the animation, it's the camera being locked to Jason during the flip which makes it jarring. The animation itself seems fine.
the party told you to reject the evidence of your eyes and ears
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Microwave Simulator ➡ Wishlist on Steam! retweeted
I built XeGTAO Capet, an Unreal Engine plugin aimed at esports-style FPS games. github.com/Capetlevrai/XeGTA… It's a lighter-weight GTAO implementation that should look better than Unreal's default GTAO, with improved responsiveness when moving the mouse. It's based on the XeGTAO plugin released earlier today by @TheVisionGame, but I focused specifically on making the aiming feel better: github.com/JustinDarlington/… The plugin is ready for Unreal Engine 5.8.
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And I was right about GTA 6 and the 30FPS target on consoles. When I showed Nightwalk Simulator at 30FPS on the Series X, I wasn't met with much kindness. Im curious to see how the same crowd will treat Rockstar given the news.
I can't wait for GTA 6 to come out and run 30FPS on the Series X and PS5. I will even leave room for being wrong. But I fully expect 30FPS to be the default like every other GTA game on console. I also fully expect them to be using upscaling tech.
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More shots of a softer approach with my GTAO integration. Addressed a few things causing the scene to be overshadowed with AO and this is the result.
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Finalized the system, not quite the look! Progress on integrating XeGTAO. It’s definitely expanded and enhanced my ability to bring a deeper level of fidelity to the scene. Also figured I'd catch a screenshot Saturday
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Made some major progress on finalizing my XeGTAO integration into UE. Lightening the AO based on luminance which avoids super dark shadows while allowing detail in direct lighting.
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First pick is before, second is after.
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