CTO @ https://xitter.cf/t.co/EyUQvm6b5E Beta is open! warpfusion, ArcaneGAN, face2comics. All tweets are sarcastic unless stated otherwise.

Joined December 2011
Ok, time for some good news for the local AI gang. We've just shipped a desktop version of Mago Studio that runs on your own GPU. Give it an idea or a script and it makes the film. Rendering on your machine is free. Link below. Open-source coming soon, as usual, so like and bookmark to not miss the link 😎
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Love the model, it feels like a stablediffusion era for ref2va. Other great models that were good at t2v or i2v were just meh at ref2v, but this one hit the sweet spot! we're building a local opensource director tool (from idea to final video with character, env and prop sheets, voice and image assets) built around Minimax h3 and it truly saves you a lot of time managing references and their prompt adaptation It even kindly shows you the savings vs cloud rendering :D Stay tuned, code coming in a few weeks!
More reference control. Fewer denoising steps. More places to run H3. The latest community contributions span 8-step reference-conditioned video + audio, 4-step distillation, sparse attention, and reference-token compression - alongside serving and workflow integrations across GPU servers, TPUs, and Apple Silicon. What matters is what this enables: more affordable experimentation, finer creative control, and more choices about where and how video generation runs. Open models become more useful when the community can improve the methods, adapt the runtime, and build workflows around them. Credit to @haoailab @yisun0618 @lanfeng491270 @guocheng_qian @Alissonerdx @ddalcu @tazmannner @HaochengXiUCB @huggingface @Jhuaplin, and the PTD, DMAD, SparkH3, TorchTPU and FlashML teams - including Zhengming Yu and zechengtang on GitHub. 11 additions to the H3 ecosystem index. Thank you to everyone building, testing, and sharing. github.com/MiniMax-AI/awesom…
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REGIS (reverse engineer games into survivors) все еще работает, но это и не полный реверс инжирниринг github.com/Sxela/regis примеры: bs.sxe.la (ultima online) allods.sxe.la (аллоды2)
Вайб-кодинг игр — умер (почти) Claude и ChatGPT запретили копировать приложения и игры, заниматься реверс-инжинирингом. Теперь ИИ будет блокировать вайб-кодеров, которые пытаются создать бесплатные аналоги Photoshop или порты Demon's Souls Remake на ПК. Конечно, вайб-кодинг игр, порты консольных игр на ПК, взлом PS5 и другое это не остановит, но заметно затормозит. Поигрались и хватит 🙄
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Brittania Survivors Behold, the Ultima Online -> Vampire Survivors port is here. Let the nostalgia in with the original Renaissance client monsters, items, spells, and locations! Made with REGIS - github.com/Sxela/regis Opensource ofc, code here - github.com/Sxela/brittania-s… Web version with mobile support: bs.sxe.la
REGIS got another update based on real game adaptation runs: • Web/mobile asset delivery: separate extraction from what players actually download. Measure requests, transfer size, decode memory and loading stalls; choose atlases or indexed packs, load content on demand, and verify caching. • Better combat balancing: test how sweeps, chains, explosions and damage-over-time scale against crowds—and how changes affect kills, XP and purchasing power. • Clearer movement rules: define which attacks work while moving, verify visible animation, and test ranged enemies’ close-range behavior. • Stronger progression and inventory: handle capped upgrades, clarify ability capacity, and include conservative autosell income in earned-run tests. • More useful UI checks: verify native panel proportions, comparisons, minimap markers and readable controls across screens. Small content scope should still mean a complete experience. Picking five spells instead of fifty shouldn’t mean accepting missing effects, broken navigation or unfinished progression.
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REGIS got another update based on real game adaptation runs: github.com/Sxela/regis • Atlases and smarter asset delivery: group related sprites, terrain, icons and effects into atlas pages or indexed packs. Preserve frame access, timing, anchors and transparency while measuring requests, download size and decoded memory. • Streaming and persistent caching: prioritize visible content, prefetch nearby resources within a memory budget, and release unused assets. Test full reloads, region revisits and version updates so cached content stays useful without repeated downloads or stale assets. • Loading feedback that reflects actual readiness: track downloading, decoding and scene preparation through shared progress indicators. Handle overlapping loads, cancellation, failures and retries, and pause gameplay while required resources are unavailable. • Dedicated performance playtests: test constrained bandwidth and latency, cold visits, warm reloads, dense combat and repeated area transitions. Record frame-time spikes, loading stalls, transfer costs and retained memory separately from balance results. • More precise movement and interaction checks: distinguish walkable routes from valid blink or jump destinations. Verify landing clearance, pursuit and objective access after traversal, plus interaction range, interruption and reward rules. • Better native UI and effect validation: inspect button silhouettes, stretched borders, texture seams and label alignment. Let recovered VFX reach their meaningful frames while keeping visual lifetime separate from damage timing.
REGIS got another update based on real game adaptation runs: • Web/mobile asset delivery: separate extraction from what players actually download. Measure requests, transfer size, decode memory and loading stalls; choose atlases or indexed packs, load content on demand, and verify caching. • Better combat balancing: test how sweeps, chains, explosions and damage-over-time scale against crowds—and how changes affect kills, XP and purchasing power. • Clearer movement rules: define which attacks work while moving, verify visible animation, and test ranged enemies’ close-range behavior. • Stronger progression and inventory: handle capped upgrades, clarify ability capacity, and include conservative autosell income in earned-run tests. • More useful UI checks: verify native panel proportions, comparisons, minimap markers and readable controls across screens. Small content scope should still mean a complete experience. Picking five spells instead of fifty shouldn’t mean accepting missing effects, broken navigation or unfinished progression.
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REGIS got another update based on real game adaptation runs: • Web/mobile asset delivery: separate extraction from what players actually download. Measure requests, transfer size, decode memory and loading stalls; choose atlases or indexed packs, load content on demand, and verify caching. • Better combat balancing: test how sweeps, chains, explosions and damage-over-time scale against crowds—and how changes affect kills, XP and purchasing power. • Clearer movement rules: define which attacks work while moving, verify visible animation, and test ranged enemies’ close-range behavior. • Stronger progression and inventory: handle capped upgrades, clarify ability capacity, and include conservative autosell income in earned-run tests. • More useful UI checks: verify native panel proportions, comparisons, minimap markers and readable controls across screens. Small content scope should still mean a complete experience. Picking five spells instead of fifty shouldn’t mean accepting missing effects, broken navigation or unfinished progression.
REGIS: Reverse Engineer Games Into Survivors Behold, here's the skill used to make the Allods Survivors, and also the Ultima Online and Fallout2 ports. github.com/Sxela/regis Just install the skill for your preferred chatbot harness, point it to the downloaded game files, paste the template prompt, and it will make a vampire survivors-inspired gameplay @OpenAI codex, @claudeai code, and others are supported End to end, with playtest, balancing, and a promo video (with ai generated cutscenes if you have local @MiniMax_AI via @ComfyUI ) - Source discovery - build from the game's identity, with evidence for each mapping. - Complete depth at any content scope - fewer maps or spells still make a complete game. - Distinct classes and useful builds - give every run meaningful decisions. - Complete asset lifecycles - reproduce more than icons and walking sprites. - Native UI and worn equipment - preserve the screens and silhouettes players recognize. - Practical item handling - compare, equip and clear inferior loot without losing tradeoffs. - One source-supported companion - bring a useful ally and their personality into the run. - Desktop and mobile controls - choose inputs for the player and test them in the real game. - Playtests that catch regressions - measure navigation, performance and earned progression. - Gameplay-led promos - show real features and verify the exported result. - Reproducible delivery - prove the player's setup works beyond the development checkout. - Portable harness installation - carry the same workflow into your chosen agent. example of its results: allods.sxe.la Bookmark for new updates, reply which your childhood games you'd like to see reanimated into survivors mode! github.com/Sxela/regis
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REGIS: Reverse Engineer Games Into Survivors Behold, here's the skill used to make the Allods Survivors, and also the Ultima Online and Fallout2 ports. github.com/Sxela/regis Just install the skill for your preferred chatbot harness, point it to the downloaded game files, paste the template prompt, and it will make a vampire survivors-inspired gameplay @OpenAI codex, @claudeai code, and others are supported End to end, with playtest, balancing, and a promo video (with ai generated cutscenes if you have local @MiniMax_AI via @ComfyUI ) - Source discovery - build from the game's identity, with evidence for each mapping. - Complete depth at any content scope - fewer maps or spells still make a complete game. - Distinct classes and useful builds - give every run meaningful decisions. - Complete asset lifecycles - reproduce more than icons and walking sprites. - Native UI and worn equipment - preserve the screens and silhouettes players recognize. - Practical item handling - compare, equip and clear inferior loot without losing tradeoffs. - One source-supported companion - bring a useful ally and their personality into the run. - Desktop and mobile controls - choose inputs for the player and test them in the real game. - Playtests that catch regressions - measure navigation, performance and earned progression. - Gameplay-led promos - show real features and verify the exported result. - Reproducible delivery - prove the player's setup works beyond the development checkout. - Portable harness installation - carry the same workflow into your chosen agent. example of its results: allods.sxe.la Bookmark for new updates, reply which your childhood games you'd like to see reanimated into survivors mode! github.com/Sxela/regis
🤖 Made with AI
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Behold, le new version of Allods Survivors! Imagine Vampire Survivors or Deep Rock Galactic: Survivor in the world of Allods Made via REGIS: Reverse Engineer Games Into Survival skill Play today here: allods.sxe.la Code here: github.com/Sxela/allods-surv… like, share and bookmark to not miss the opensource REGIS skill to give a new life to your favorite games, and comment which games you want me to do next!
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Add lods, distance fog and it's already perfect!
Path of Exile 2 first-person gameplay. Soulslike fans, are you satisfied? vk.ru/pathofexile2news #pathofexile #pathofexile2 #poe #poe2 #games #arpg
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Hosted web-version with mobile support has arrived - allods.sxe.la/ (mobile-friendly builds are here - github.com/Sxela/allods-surv… )
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ui update :D
Felt bored and built Crimsonland in the world of @allods Loot, a shop, waves of enemies, level-ups, and an absolutely cursed cringe UI included. The trailer was also made by ChatGPT, so send your complaints to @OpenAI Electron builds for Windows and Linux are available, along with the source code. You can also run it in your browser using nodejs. Used d2survivor as a reference and the Reverse Engineer Anything skill - github.com/morluto/rea Assets are from here - allods2.eu/ P.S. Ultima Online is next 😎 github - drop a star ⭐ - github.com/Sxela/allods-surv… Downloads - Windows & Linux - github.com/Sxela/allods-surv…
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Felt bored and built Crimsonland in the world of @allods Loot, a shop, waves of enemies, level-ups, and an absolutely cursed cringe UI included. The trailer was also made by ChatGPT, so send your complaints to @OpenAI Electron builds for Windows and Linux are available, along with the source code. You can also run it in your browser using nodejs. Used d2survivor as a reference and the Reverse Engineer Anything skill - github.com/morluto/rea Assets are from here - allods2.eu/ P.S. Ultima Online is next 😎 github - drop a star ⭐ - github.com/Sxela/allods-surv… Downloads - Windows & Linux - github.com/Sxela/allods-surv…
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Done in one prompt with @ComfyUI router api and local mago app. 5$ api costs, that's crazy low compared to some other cloud services <wink wink>
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by the way it already support remote comfyui servers out of the box - just set up your @runpod or @vast_ai instance and put it as your comfyui url!
Ok, time for some good news for the local AI gang. We've just shipped a desktop version of Mago Studio that runs on your own GPU. Give it an idea or a script and it makes the film. Rendering on your machine is free. Link below. Open-source coming soon, as usual, so like and bookmark to not miss the link 😎
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Does mago local qualify if open sourced? 🤔
Higgsfield promised to open-source their entire platform. They didn’t. Let's help them. For the next two weeks, Comfy and our partners are putting up $25,000 in prizes for the best open-source builds on the Comfy Developer Platform. Partners: @NVIDIAAI, @runpod, @MiniMax_AI, @ltx_io, @bfl_ai → $10K grand prize → RTX 5090: Most Innovative → RTX 5090: Most Viral → RTX 5090: Open Weights Only → 10 runners-up: $250 in Comfy credits
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You can also restyle your own footage, mask, upscale and cut, all in the same app. Cloud models are in there too if you want them, and your footage can stay on your machine.
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Local generation runs on @MiniMax_AI h3 (my favorite local video model so far btw!). On a 5090, a 10-second clip takes 3 minutes. You need 16 GB of VRAM, Windows and 60 GB of disk.
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