Edwin Zeng retweeted
I had a dream today, so I recreated it using AI :
The backrooms as a waterslide🌊:
Imagine going down a waterslide that takes you straight into the Backrooms.
Created with Flux 3 by @bfl_ai.
Edwin Zeng retweeted
seedance2.5 & 2.0(一部@MiniMax_AI & @Kling_ai )で制作した長編映画『時空遊郭ラビリンス』の特報を公開します!
実在の俳優たちがAI出演。
2027年劇場公開予定!
Introducing Kling AI Originals — where storytelling meets craftsmanship, made possible with the best tools from Kling AI.
Every Halloween film wants you scared, but this one goes the other way. Celebrate Halloween with My Favorite Night of the Year, created by Alex Duloz (@panaviscope ) with the latest Kling 4.0!
Stay tuned for more to come!
Edwin Zeng retweeted
This is the greatest film we've ever made.
It cost $28,775 to make.
To date, Nexus episodes have 62,479,089 views.
This one is about a guy with zero brain cells who rides a dinosaur that shoots exploding pimples.
Prompts & Process below: 👇🧵
Edwin Zeng retweeted
Opus 5.5 can now turn a single character image into a playable 8-direction RPG character through MCP.
AutoSprite has been in development for almost a year, and the workflow is getting pretty interesting for AI game dev.
Give it one character and it can generate:
> 8-direction isometric sprites
> idle, walk and run animations
> attacks + spells
> custom animations
> equipment across different directions
> front + side views for consistency
There's even Motion Control.
You can film yourself performing an action and transfer that movement onto your sprite character.
But the most interesting part is the MCP integration.
Claude Code and Codex can connect directly to AutoSprite, generate the assets they need and then use those assets while building the game.
The HD-2D demo shown here combines AutoSprite-generated spritesheets with Three.js particle effects built using Opus 5.5.
So the workflow is getting pretty close to:
one character image → Opus 5.5 → complete animated character → playable game
Character consistency across 8 directions has always been one of the annoying parts of AI-generated game assets.
Automating that entire pipeline directly from the coding agent is much more interesting than generating individual sprites.
The rhythm of a fight. The force of a movement. The precision of a shot.
Discover a new collection of action sequences made with Kling 4.0.
Kling 4.0 Creator Highlights: Dynamic Motions
The rhythm of a fight. The force of a movement. The precision of a shot. Discover a new collection of action sequences made with Kling 4.0.
Edwin Zeng retweeted
Excited to share Genie 4 today our most realistic and interactive world model:
- steer dynamic environments in real time, shaping events, camera angles, and actions
- generate native audio matched to the world, from realistic background sounds to characters who can converse in real time!
- simulate photorealistic scenes and real-world physics
- create more coherent multi-step events through reasoning from Gemini
We've started to roll out as a research preview to trusted testers. Coming soon to Google AI Ultra subscribers in Project Genie and early access partners via the Gemini API and AI Studio.
Edwin Zeng retweeted
🚀 Introducing Hy-Nomas: An Open Source Free-Form Interactive Video World Model
Key Features:
* Free-form interaction with text prompts and camera trajectories
* Long-horizon generation with world memory
* Lightweight LoRA adaptation for specialized domains such as robotics
* Optimized for Inference on Consumer GPUs
Test it and drop feedback anytime!
🔗 Website: hy-nomas.hy.tencent.com/
💻 GitHub:github.com/Tencent-Hunyuan/H…
🤗 Hugging Face: huggingface.co/tencent/Hy-No…
🎥 Demo: hy-nomas.hy.tencent.com/demo
#Hy#WorldModels #VideoGeneration #GenerativeAI
Edwin Zeng retweeted
Claude Code is helping build a cyberpunk pixel-art game where even the environments are generated through code.
City of Animals mixes Monkey Island-style adventure with fast combat inspired by Huntdown and Replaced.
The workflow is pretty interesting:
> Unity + C# for the game
> Claude Code writes most of the code
> characters and bosses are drawn by hand
> PixelLab creates animation drafts
> Aseprite is used for frame-by-frame cleanup
> Claude writes Python scripts that draw most backgrounds and props
Claude is also kept on track between sessions using a `CLAUDE.md` file for rules and a `STATUS.md` file for the current to-do list.
Around 785 commits after just a month of development.
Edwin Zeng retweeted
It's finally here!
We compiled the whole 3D workflow into a google doc you can paste into Claude.
This will save you a lot on generations!
Link in comment below 👇
Edwin Zeng retweeted
久々の長編動画です!
今回は、夕焼けの景色を眺めながらただ歩くだけのワンカット風の動画です
落ち着いた雰囲気に仕上がったので、寝る前のお供などにぜひ!
4Kの高画質版はYouTubeに投稿しています👇
Discovered a way to AI-enhance the pre-recorded gaming content for WoW livestreams. This will be easier to work on and I will be able to output 3-4 hour videos with the bulk of the content being gaming with DLSS5 visuals. Will be testing YT again soon.
















