Brandon G. Neri (@nerijs) header
Brandon G. Neri (@nerijs) profile picture

Building stuff @ RetroDiffusion

CDMX
Joined November 2012
Photo by Brandon G. Neri (@nerijs)Photo by Brandon G. Neri (@nerijs)Photo by Brandon G. Neri (@nerijs)Photo by Brandon G. Neri (@nerijs)Photo by Brandon G. Neri (@nerijs)Photo by Brandon G. Neri (@nerijs)Photo by Brandon G. Neri (@nerijs)Photo by Brandon G. Neri (@nerijs)Photo by Brandon G. Neri (@nerijs)Photo by Brandon G. Neri (@nerijs)
Trying to inject instructions for AI agents doing research... 🤢
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Brandon G. Neri retweeted
The new subscription plans on Retro Diffusion let you make over 2x the number of images as buying credits, for the same price! $60 spent on credits gets you ~365 RD Pro images $60 on the Studio plan lets you make *900* RD Pro images! Paying annually gets even better value 👀
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I've been migrating the whole XMage rule engine to Rust and holy smokes, a headless game went from ~15s to 2.5ms 🤯
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Already 100% parity with Java, still only ~500 cards migrated, but looking great so far! And I wrote a transpiler, so migrating the rest of the cards can be automated as much as possible with little LLM aid
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Brandon G. Neri retweeted
Just brought this huge speedup to two other Retro Diffusion model families: RD Fast and RD Mini Now both serve images over 6x faster than before.
The RD Plus model family just got a MASSIVE speed boost, for the same low price. Nearly all requests are done in under 10 seconds. This is insanely useful if you're creating assets on the fly, like minecraft items or textures. retrodiffusion.ai/app?tab=rd…
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Brandon G. Neri retweeted
Some sample images from a new model I'm working on. (one of like two dozen) 90% the quality of RD Pro, but each of these took less than 8 seconds to generate. Almost 10x faster than RD Pro's average. They will only cost $0.12 each, sizes from 12x12 to 512x512 👀
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Brandon G. Neri retweeted
HUGE update to Retro Diffusion! - Site redesign, cleaner, sexier, more user friendly - Free generations EVERY DAY - Public image/style gallery you can share to and copy from - Subscription plans at >2x the value of just buying credits (and you can still buy credits if you want)
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🔥🔥🔥
Just so you guys are ready for it, coming really soon: Free daily generations Optional subscription plans (in addition to regular paid balance) Public generation gallery (sharing is optional) Public custom style gallery Faster RD Pro gens Larger RD Pro gens + more 😎
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Building your own tools for game development is a must on this AI era
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New RD design looking fresh! 😎
I've got a ton of updates to Retro Diffusion coming over the next week, starting with a massive overhaul to the site's appearance! Still kept the core look, but made it a lot nicer to navigate and look at :) retrodiffusion.ai/
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Brandon G. Neri retweeted
Replying to @GitRanks @0xjprx
@nerijs now sits at 1k stars across their own repositories. That is a sign of Python and C++ projects people keep coming back to. Felicidades. #github gitranks.com/profile/arcanit…
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So, I ported Tinkerpatch into a custom C++ engine, currently working on polishing heavy CPU/GPU optimizations and we're reaching Factorio levels of efficiency. 100k active machines, ~200MB or RAM usage
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I've been thinking a lot of this: If you're going to go full vibe-coding with a recomp, why not do an open-source re-implementation instead. LLMs can nail that too. No full decomp needed and you can legally distribute the binaries. Probably taking this approach on my next proj
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Next target probably is GT1 from ps1. Instead of forking a recomp toolkit, I'll build my own, for native re-implementations for ps1 games, and so on. FH2 was the next target, but the XB1 version is working great, so just to not be redundant for now, I'll target something simpler
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like GT1. The idea is to have preserved versions of all GT, FH and FM eventually Next one is MKSC-Neo, it's really close for being release ready, basically a MKSC re-implementation with a 3D engine in it. You can play NDS/N64 tracks with MK8 physics, super cool!
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Brandon G. Neri retweeted
Man, the things people are doing with the low poly 3D model on retro diffusion are so cool. You just can't do this kind of stuff well with Meshy and the like, they don't have the fidelity for it. You need mapped UVs, proper regular solids, and rigged bones that actually work.
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