Daniel Tabár retweeted
I am the one replaced by AI, my 40k hours of manual coding was made obsolete this year. Don't tell me which methods to use to survive. If the game is bad, send me feedback so I can improve it.
That's my new automatic response for the dozens of 'don't use vibe-coding' comments under my videos
Daniel Tabár retweeted
Everyday I got unskilled people telling me to stop vibe coding under the videos of my game.
They say I should learn the skill.
Let's imagine I didnt have 40k hours of manual coding
Let's imagine I was a non-tech pursuing a goal of becoming an indie dev.
Don't I have the right to use AI to make incredible games?
You could have expected that the gate keepers would be the dev, afraid of becoming useless. But no, we are the first ones great replaced and the most enthusiasts about LLM.
Let non-tech vibe code their game and going from idea guys into crafters. – at Nong Prue, Thailand
Daniel Tabár retweeted
WARNING this game was made entirely with Opus 5.5 and three.js and it is ILLEGAL for you to want to play it
Daniel Tabár retweeted
If you can code, you can learn how to control fleets of agents to do your bidding. You still have a massive advantage here vs. the average non-coder.
For some people, coding was the only valuable skill they had.
If you made your money by selling your ability to write JavaScript, CSS, Python, or whatever else, I understand why you are pissed now.
"Writing code" is worth very little today.
The sad part is that learning to code wasn't easy. It takes years for someone to become a skilled programmer.
Imagine watching all of those years go down the drain.
If you are a programmer (I mean, just someone who knows how to write code in a particular programming language), your days are numbered.
If you still think AI can't do your job, you are just in denial.
But honestly, writing code was never that valuable anyway. If you were a code pusher, you already knew that the best people at your company weren't just writing code.
They came up with new ideas, designed solutions, architected whole systems, knew how to troubleshoot and fix problems, found different ways to build better software, and, in general, spent almost no time writing code.
Not only are those people thriving today, but they're also the ones who will ride the AI wave and learn to bend it to their will.
So don't cling too long to what you lost; embrace what's already here. AI is a tide that lifts all boats, but you have to be open to it.
Daniel Tabár retweeted
Replying to @svpino
People who think like this haven't experienced reviving an abandoned Opus 4 slop project with Opus 5.5
As models get better, they can rearchitect and refactor anything
Daniel Tabár retweeted
I bought another domain...
I may have a problem
taking inspiration from neat tools like gameuidatabase - I created gameartstyles.com
It's a place where you can find and compare games based on the art styles they implement
still working on it so be gentle!
Daniel Tabár retweeted
1 Claude Opus 5.5 vs 10 Claude Sonnet 5.5 agents.
Same prompt. A cozy village at sunset where the lights come on one by one, built from scratch in Blender, all code, zero assets.
- Team Sonnet (10 agents): 77 min, ~$73
- Opus (solo): 87 min, ~$21
The Sonnet team cost 3.5x more. Was it worth it?
Daniel Tabár retweeted
once a critical mass of developers are using AI in an industry, the rest will fall behind so far the execs and investors won't risk funding the ones who didn't or couldn't adapt
many aren't going to make this transition and have to change careers
Daniel Tabár retweeted
Hey, Mr. @StephenKing, I think you need to hear this story.
This is Kostiantyn Vlasenko. He recently became the first person to be evacuated from a frontline position by drone.
He spent 491 days on the front line, during which he had to amputate both of his own legs.
In a recent interview, he shared that one of the things that kept him going was your novel The Outsider, which his wife had sent him in a package. He's a huge fan of yours. I hope you’ll see this story
Daniel Tabár retweeted
A month ago I quit my job and spent my last money building my dream game. One problem, I couldn't write a single line of code...
Since then 21,000+ people have played it and this week Aestra made its first real money. Players are buying the new classes and taking them straight into the hardest endgame content.
Thousands keep coming back every week, hundreds every day, and I haven't spent a cent on marketing.
So many of you ask how to get started. I was exactly where you are a month ago. I used @TesanaAI they handle the assets, multiplayer and publishing, even straight to Steam, so I could just build the world I always wanted to play and press publish
And this is what's coming next 👀 A demon so powerful the strongest wizards in the kingdom have to sacrifice themselves every day to keep him sealed.
Built with Claude Opus 5.5 & @threejs
Daniel Tabár retweeted
One example: AI makes it extremely fast to prototype new features. Before you had to spend several days/weeks (depending on feature scope). It was awkward to throw away the feature if it wasn’t fun. People polished turd features as they already spent so much effort writing the proto. Now you don’t have such attachment anymore. AI agent spent a couple of hours writing it in a worktree and then you added dozen of prompts on top to quickly tweak it based on playtest iterations. You see quickly whether to throw away the feature or continue. You can even build features on top without risking the project schedule and throw them all away if fun and balance is not found. Similar ”what if” optimizations/refactorings can be done on engine side. For the first time, you actually have time to test all your ideas. Before you had ideas piling up and never had time to test them.
The entire comment section here is full of AI evangelists.
I systematically asked every single one of them for a SINGULAR example of what they espouse to be common fact, "How does AI amplify gamedev?".
NOT A SINGLE ONE has given an example.
The AI hype for gamedev is the most bizarre thing I've ever seen.
Daniel Tabár retweeted
Long term LLMs, combined with the browser (WebGPU + WASM) and Three.js, pose an existential threat to traditional game engines.
I've been using browser tech such as WebGL, WASM, WASM threading, and now WebGPU and WASM SIMD for years.
1 month in and I still haven't left the Claude terminal. All made with opus 5.5 and @threejs
The gaming industry is changing. Whether you like it or not.
Daniel Tabár retweeted

Tim Sweeney@TimSweeneyEpicOct 21
🇺🇸
United StatesConnected via United States App StoreAccount-level information, not a live location or per-post device.
This is amazing and shows what would have taken a vast manual effort in the past can be done as a hobby project very efficiently. Truly a new age of gaming and software ahead.
I ported @TimSweeneyEpic's 1991 shareware PC classic, ZZT, to the Nintendo Entertainment System using Claude Code. One of the most underrated games of the '90s
ASCII art on a NES is more fun than it sounds. It runs on a standard MMC3 cart, real hardware, new soundtrack!
Daniel Tabár retweeted
Unitree Introducing: H2-X Kung Fu Legend Guardian🤖
Powerful performance to serve and guard you, with a maximum endurance of approximately 8 hours.
Please use the robot safely and in a friendly manner.
Daniel Tabár retweeted
491 days alone on the frontline. He amputated his own leg with a knife to survive. And when all hope seemed lost, a drone came to bring him home.
This is the extraordinary story of Ukrainian soldier Kostiantyn Vlasenko.
Imagine a concrete drainage pipe in almost-occupied territory. Two soldiers inside. Then there is only one left. Without legs. With no hope that anyone will come for him. And so it goes, month after month.
Kostiantyn Vlasenko, from Kryvyi Rih, volunteered to fight. He had to beg for a long time just to be called up.
He was assigned to a position known as “Vertun” — a concrete drainage pipe converted into a shelter.
He and his comrade held it for months. Until one day, his comrade was killed — on his 50th birthday, February 16.
Kostiantyn was left alone.
The enemy knew he was there. They dropped a speaker playing a recording telling him to surrender. His own side would never save him, they said. A white drone would come for him and take him home.
Kostiantyn answered over the radio: “russian warship, go fuck yourself.” And stayed at his position.
Then came the explosive drops from enemy drones. His left leg was badly injured, and he twisted his right.
His legs began to die. The flesh on his left foot rotted away on its own. He amputated his right foot himself — with a knife, resting it on a brick.
“Tears were running down my face. It had to be cut off. So I cut it off,” he recalled.
Later, he joked to his commander: “Congratulate me — I no longer have flat feet or size 44 shoes.”
When the weather warmed up, he crawled to where his legs had been left behind. There, he saw orange-and-black butterflies swarming around them.
“I thought: God, butterflies have come out of my legs, too.”
It sounds like something out of a Stephen King novel. And that is no metaphor. His wife had sent him King's The Outsider in a care package. The book helped keep him going, along with thoughts of his daughter, Khrystyna.
Then came the rescue.
A drone flew in to bring Kostiantyn home alive.
The pilot dropped instructions. The drone landed and shut down its engines. Kostiantyn clipped himself on with a carabiner, gave the camera an OK sign and a heart, and took off.
As they flew over a river, he feared only one thing: that they would be shot down and he would fall into the water. He couldn't swim.
Other drones provided cover. The enemy shot one of them down.
But Kostiantyn made it.
491 days at his position.
Both legs lost.
A drone sent to bring him home alive.
And a man who still doesn't consider himself a hero. He says: “I don't like being first. I'd rather be second.”
He is alive. He is back on solid ground.
His heroism and his story will live on forever.
An absolutely incredible rescue story!
For the first time in history, a wounded Ukrainian soldier has been evacuated from the frontline by an aerial drone.
Enemy drones overhead. Mined terrain. No safe way out.
Warriors of Ukraine’s 92nd Assault Brigade modified a heavy hexacopter to rescue their comrade.
When a ground evacuation was impossible, Ukrainian ingenuity made the impossible possible.
Glory to Ukraine’s Defenders!
Daniel Tabár retweeted
本当にAIだけで3Dゲームは作れるのか?
いまAIを使って、故郷の五島列島を舞台にしたスローライフゲーム「島ぐらし」を開発しています。
学生時代からゲームを作りたかったけど、何度も挫折してきた僕が、今はAIを使ってかなり本格的な3Dゲームを作れるようになりました。
実際に作ってみてわかったことをまとめます。
① 最初に完成イメージを作るのがめちゃくちゃ大事
- 最初はAIに指示して、いきなり3Dを作っていたけど、なかなか思ったものにならなかった
-そこでGPT Imageで島全体や建物、道路などの見本画像を100枚ほど作成
-その画像をAIに渡して、Blenderで3Dモデルを作ってもらう
-「この見た目になるまで調整して」と指示すると、かなり精度が上がった
② 3Dモデルはひとつのツールで全部作ろうとしない
-GPT Image:完成イメージ、デザインの見本
-Blender+AI:建物や小物などの3D制作
-Tripo:複雑な形を画像から3D化
-Mixamo:キャラクターの基本アニメーション
-Godot:ゲーム本体の実装
例えば灯台は、GPT Imageで見本を作って、Tripoで3D化して、Blenderで調整してゲームに入れています。
③ AIは作れるけど、最初から完成品は出てこない
-3Dの形がよくても、ゲームに入れると違和感がある
-キャラクターの動きも、そのままだと不自然なことが多い
-見本の動画とAIが作った動きを比較して、何度も修正する
-僕は基本的に出来上がった画像や動画を見て、修正指示を出す
これを何度も繰り返しています。地道だけど、ちゃんとよくなっていくのが面白い。
④ AIで何でも作れるからこそ、作りすぎてしまう
これは意外な落とし穴でした。
-物を自由に持つ、投げる、好きな場所に置く
-穴を掘って水を入れる
-家を細かく自由に建築する
思いついたことをどんどん実装していたら、操作が複雑になって、動作も重くなってしまいました。
現実では簡単なことでも、ゲームのコントローラーで操作できるようにするのは難しい。
結局、かなりの機能を削りました。
⑤ AIには専用の作業環境を与えると便利
-Mac miniをゲーム開発専用にして、Godot、Blender、Claudeなどを動かす
-Claudeに監督役を任せ、作業を別スレッドに分担
寝ている間も、確認なしで進めていい作業は任せる
-ChatGPTのdotsにはクラウドPCで3D素材を作ってもらう
-外出先からスマホで指示を出すこともある
AIが自分のパソコンを操作していると、その間自分が使いにくくなります。
作業環境を分けると、自分の仕事をしながら、別のPCやクラウド上でAIに作業してもらえるのがいい。
⑥ AIに任せても、費用と時間はそれなりにかかる
現在、ClaudeとChatGPTはそれぞれ月200ドルのプランを契約しています。
それでも、ゲーム開発をずっと続けていると利用量はかなり多く、制限を気にしながら使っています。
作業をAIに任せられるようになったけど、何度も修正するので時間もかかります。
⑦ 一番難しいのは、どこで完成にするか
AIで作れることが増えたので、次から次にアイデアが出てきます。
あれもできそう、これも入れたい。でも、それを全部やっていたら、いつまでも完成しない。
今は何を作るか以上に、何を作らないかを考えることが増えました。
結論、AIだけでもかなり本格的な3Dゲームは作れます。
ただ、AIに丸投げして一発で完成するわけではなく、作りたいものを考えて、見本を用意して、出来上がったものを確認して直していく。その繰り返しです。
僕自身、ゲーム制作には何度も挫折してきました。
それが今、子どもの頃に遊んだ島の風景をゲームの中に再現して、軽トラで走ったり、自販機でジュースを買ったり、空き缶を積んで石を投げたり。
そんなゲームを作れているのが、めちゃくちゃ楽しいです。
記事では実際のゲーム画面や制作過程、失敗した例なども画像付きで詳しく紹介しています。
これからAIでゲームを作ってみたい人の参考になれば嬉しいです。
Daniel Tabár retweeted
Gonna start a thread of all the cool tv hacks I’ve seen over the last 48 hrs
1.
Daniel Tabár retweeted
One prompt added an ASCII shader to Dreamlog. Now it's even trippier.
Edit in your browser and preview the full look at a solid 60fps with Virtual Matter. Our new renderer launches this week.
virtualmatter.dev






























