Grummz (@Grummz) header
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Kun-Zhi Engine. Firefall, Em-8ER, OG WoW Team Lead. Diablo 2 Producer, Starcraft. AI Engine/Game Builder.

California, USA
Joined October 2008
Photo by Grummz (@Grummz)Photo by Grummz (@Grummz)Photo by Grummz (@Grummz)Photo by Grummz (@Grummz)Photo by Grummz (@Grummz)Photo by Grummz (@Grummz)Photo by Grummz (@Grummz)Photo by Grummz (@Grummz)Photo by Grummz (@Grummz)
Hey hey hey! You know I've been intensely into AI for games this year. I built an entire AI-powered engine for creators who don't code, because I want everyone to make their dream game and reach higher than "indie." So I'm proud to announce I'm an official judge for the @ManycoreTech Aholo 3D AI Hackathon. All entries should use Aholo Lux3D in some way to make assets. Solo dev or a team of 3. Open worldwide. $47,800 in prizes! Use as much AI as you can muster. Give it your best shot! Deadline is Nov 19. Go build. aholo.ai/hackathon
๐Ÿค Paid partnership
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Nobody really talks about managing your context length and compaction carefully when using AI to code anymore. Context rot got solved or made insignificant by memory systems.
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EXCLUSIVE: They want @Asmongold and Olympus GONE! Blizzard insiders describe the animosity towards the smartest streamer in gaming. โ€œLow priority shard them into their own hellscapeโ€ - Blizzard Dev about Olympus. Asmongold has been saying he's a Blizzard target, that they even changed out guild invite scripts worked to thwart the meteoric growth of his guild. Now we have proof according to my sources at my former studio. It was a dreary October weekday at Blizzard Entertainment. The key excitement was the WoW Forever Beta. It was smashing records left and right. Everybody internally was talking about it. The beta alone had over 1.5 MILLION players (even higher now). So of course at the video town hall with VP of WoW, Holly Longdale, there was a lot to say. MANY devs peppered Holly with questions/demands about Asmongold and his "toxic" behavior. Several devs openly called for his banning. Holly's answer? She said that Asmongold operates in the realm of free speech, and hasn't broken any TOS, so "we can't ban him." She also pointed out that being truly inclusive and welcoming means ALL political spectrums. That did not sit well with many DEI infested Blizzard employees, who grew upset with her answers. "He's not a good fit" one Blizzard blue-hair wailed, no doubt sobbing into the ether. It's obvious that many WoW team members harbor grudges against Asmongold, and we know from history they will do anything they can to get in his way or even ban him, regardless of how management insists he did nothing wrong. Stay strong, Asmongold. *This* former OG WoW Team Lead says you've brought good to the world and many millions to Blizzard's coffers. From a business point of view, the people working against you will TANK Blizzard if they get their way!
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Hell yeah!
JUST IN: Vibecoder discovers previously unmapped ancient Maya settlement hidden beneath the Mexican jungle using 48 AI agents & NASA lidar data, despite having no archaeology experience.
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Fable 5.2 made this in 2.9 hours. Everyone is doing this game challenge by @felixrieseberg. So I tried it myself (see vid). Everything is built by Fable, all models, textures and sound, lighting etc. ZERO stock assets (with one obvious easter egg exception). Mine took 2.9 hours and 30% less tokens using my Kun-Zhi engine to reach a comparable stage. Could have saved more, but I used our Khorvis Blender plug-in to have Fable build the assets there which bumped token usage but improved textures and models. He one-shotted his, mine took 2 stages (I had my effort on high and it quit early, so I told it to "make it more AAA with volumetric light effects" and raised effort to Extra). The prompt: "Build me a FPS in the Kun-Zhi engine. Call it "Kun-Zhi-Line". Insanely detailed quality pls, something that looks visually like it can keep up with AAA. Make it small in scope (like a tiny level) but otherwise impressive photorealistic graphics." While you can one shot simple games for web, using an engine like Kun-Zhi will greatly speed production, reduce costs, and produce a more robust, production ready game. Kun-Zhi will be open source and available to Members in alpha state late Jan. Sign up for more info at KunZhiEngine.com
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The oddest thing is that Fable generated the same type of enemy (drones) and veeeery similar UI to Felix's version...even though they were never specified in the prompt.
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Time to complete is less than half what it took to do the non engine web version of the original.
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Fable 5.2 went goblin mode in Blender building the modular parts for this. Everything directed over the custom Blender bridge that comes with the engine.
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I think Mo has the most balanced take on this yet. And itโ€™s also funny and mocks everyone. Weโ€™re living in a strange age.
The Nvidia scandal makes no sense.
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Seele is a company that creates AI tools for game making. Recently they invited me to participate as they took on a 5-day challenge to push their new model, Seele03, to its limits and move closer and closer to AAA with a Wuxia-style action game. The product consists of their AI model, asset generators, and target engines such as web (three.js), Unity, or even Unreal. What's nice is that their site has everything in one place, from mesh generators and rigging to sound fx and sprite work. They also provide common templates for most types of games. Having it all work together seamlessly saves a lot of time. You can get a game running very quickly, in 20 minutes or so. (20 minutes! I remember when this took months and months.) So what can they do in 5 days? Their progress video, below, shows them iterating through creating a Phantom Blade Zero-style game. This is not reverse engineering, but made from scratch. Over the course of development, they sent me video updates on their progress. The 03 model is designed for iterative development, and I gave them some advice as they took it from basically nothing to the final version of the video today. The progress the model made day to day was rapid, and the traces actually factored in something that I don't see that often: game design. Most models focus on the graphics when making a game, but Seele03 is thinking about combos, hit feedback, everything that really matters for how a game feels and plays. One day, I think that's going to be the core of what makes AI game making viable. After you are done prompting and refining your game, it's not frozen on the web. You can download and edit the project files themselves. Since you can download the result and open it in Godot or Unity (Unreal is embedded web atm), Seele03 can give you a quality core and a way for you to take things even further. So how did it turn out? I've tried a lot of game generators, and Seele03's all-in-one tool approach and engine targeting stand out for me. Most others only generate three.js for web, or are more world models based on generative rendering. This is the rare one I've seen that is making games directly in game engines. They've asked me to share the full process video with you so you can judge for yourself. As I watched the team work, I sat back and wondered at how it's all changing so fast: you simply... chat... interacting with a UI that is purely text, typing in wishes and directions, and everything else unfolds around you. I think they got pretty far in their goal gameplay-wise, which is where they really focused. The key thing is that after you have the final result, you also have the files to download, and you can replace anything you want to take it even further: animations, level graphics, basically anything. If you want to make games for real engines on PC and console, then give Seele a shot at seeles.ai. It's faster than vibing a game in Claude because of their game-design-driven model, their built-in asset generators, and the fact that you are not burning tokens re-creating an entire engine before you even get to your game. And every day they get closer to AAA... it's just a matter of time. @SEELE_AI1125
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Adobe is cooked. Someone just released a Substance Painter clone called Material Painter. It imports your Substance files. It has the familiar UI. It supports thousands of public materials, and it's written in Rust and Open Source. You don't need to pay for Adobe anything. They even made it node based for even more control that SP gives you. I compiled and ran it and ...well it's pretty impressive, and this is the worst it will ever be. github.com/alla2001/materialโ€ฆ
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One of the most woke publications just went under. Put the fries in the bag, Salon!
Today, after 31 years, we are saddened to announce that Salon is ceasing publication. It has been an extraordinary privilege. salon.com/2026/11/05/goodbyeโ€ฆ
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So Discord is porting to Rust, and a dev shared a much faster experience with less RAM usage. People are already gnashing teeth that this might be an AI port and seeking confirmation, on the verge of chimping-out. Spurious community notes attacking the post is a likely anti-AI response to this.
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Looks like Blizzard is fixing the layering issue. Huzzah.
Aggrend has posted twice in the last hour about launch day problems in WoW Forever. Cities feel empty with layering turned up too far, and he says they'll tweak the numbers tomorrow. Boats and zeppelins are getting lost in the maelstrom too, so Blizzard put temporary portals at the docks until a proper fix is ready in the morning ๐Ÿ› ๏ธ
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The layering issue is killing hype for WoW Forever. Zones are empty. This is the Auction House in Ironforge and it's empty. Asmongold said it was like playing on someone's private ChatGPT sever. On my flyover starter intro players don't phase in until after you land, and then there are not many. This defeats the whole point of an old school MMO where you are supposed to feel like the world is alive and busy with players. In OG WoW we deliberately wanted to show the players as you flew in so you could get excited about entering the world. We *wanted* crowds in cities because they were designed to feel populated. We wanted you to see what the other players were doing, what gear they had, and to aspire to to have great characters riding cool mounts with fancy armor. Private servers were the first to raise the population caps and they were super popular for doing so. The more people in the world, the more it feels like a true MMO and not a single player RPG. Plus for hype, you WANT those huge crowds at launch. Yes, they can be inconvenient but you can up the spawn rate and people disperse to other areas quickly. The crowds make the game feel loved and popular and draws even more players in. I'm told they are tuning the layers now. BRING BACK THE CROWDS.
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This is why China will win the AI race on Earth. Western companies are refusing to allow datacenters to exist. This only benefits SpaceX though, as AI companies will need to go to space to get their datacenters.
Went back and dug further. Itโ€™s worse than I thought. Data centers were on the ballot in 10 states. Nearly every restriction passed. In Ohio alone, at least 14 towns voted for bans or limits. Sunbury banned them with 78% of the vote after Amazon proposed a $2 billion facility there. The only community that voted in favor of data centers was in North Dakota. Democrats spent over $100 million on ads tying Republicans to Big Tech and data centers, and won in Ohio, Kansas, and Iowa.
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*countries, not companies.
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This is the story everywhere, and goes a long way to explaining why commission artists are losing ground to AI.
โ€œSupport real artists! Donโ€™t use AI!โ€ I DID. I spent THOUSANDS commissioning artists who took my money, ghosted me for months, and spent their time pumping out adoptables and YCHs instead of delivering my artwork. So I used AI to finish what they wouldn't. Now other artists refuse my money because I've used AI. You told me to support artists. I DID. You took my money, wasted my time, and now shame me for finding an alternative. You're not fighting AI. You're driving paying customers straight into its arms.
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Based. Giga just confirmed the bowls of fruit remain gone, just like I told you they would be. Sources turned out to be correct.
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