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ai @fal | prev @SpaceXSI | yt @ apek++

San Francisco, CA
Joined November 2018
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i built an infinite, self-evolving Backrooms game you can play in your browser. dimension9.space opus 5.5 simply follows a haunting directive i wrote into the game. it drives the sentient AI that builds new rooms, characters, entities, and experiences forever. coolest part is even as the creator of this game, i don't know what to expect in there. multiplayer with proximity chat is supported from day one so go play it with your friends.
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retention retention retention!!! it's easy after that
HOW TF DO YOU MONETIZE WEB GAMES?!!!!!!q111
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lol
We’re on track to hit $2B in annualized run rate in the next 3 months. We crossed $1B and got faster. In October we hit $1.35B. Higgsfield is the third-largest independent, private AI-native company by annualized revenue, behind only Anthropic and OpenAI. When they go public, Higgsfield becomes the largest AI-native company still private. AI video is going to be a trillion-dollar market. This is only the beginning.
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this is game changing 😎
fal Agent is now available in Photoshop. Your AI creative partner, right where you create. Discover and choose from leading image and video models, generate new assets, and bring your ideas to life without leaving your creative workflow.
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Fable 5.2 is cracked at hard surface modeling. Instead of trying to one shot generate a bike, i used @fal image models to generate references for a bunch of angles and then let fable go manually build out the individual components and test out mechanical properties of the bike like the suspension and wheels. the future is here!
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UE5.9 + Fable 5.2 are a cracked combo when you pair them with good art direction. Built this scene to test out a bunch of features as i'm moving more of my work into UE5. It's a bit more of a hassle to set things up compared to threejs but the results are worth it for sure.
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super excited to lead the @fal collab with @UnrealEngine for this game jam!! gonna be there in person over the weekend so feel free to come up and say hi. promise won't bite! we're handing out some fine credits and prizes to you fellow jammers to bring your visions come to life!
Meet the 2026 Epic AI MegaJam partners! 🤝 Claude, Google, OpenAI, and SpaceXSI are joining AMD, Diversion, fal, Hyper3D, Intel, Meshy, NetApp, NVIDIA, PBRgen, Reallusion, Rokoko, Tripo, and WeLoveIndies to add tools, credits, and prizes to this year’s jam. Registered jammers: keep an eye on your inbox. Perk codes and claim links go out today. See every perk and prize: itch.io/jam/2026-epic-ai-meg…
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instead of "one-shoting" a AAA game, i used fable 5.2 to rig and animate a single arm with extreme detail. try it out here: procedural-arm-rig.vercel.ap… it has realistic bone armature, accurate weight painted mesh, joints that keep their volume, and muscles that swell as the fist tightens. the arm uses proper IK (inverse kinematics): you tell it where the hand should be and it solves the shoulder and elbow. the fingers use proper FK (forward kinematics): each joint curls on its own, knuckle first, and stops the moment it touches something. so when it grabs a ball, the hand lines up over it first instead of driving straight in, then the fingers wrap around it joint by joint, and the thumb lands a beat after. this is how we should be using these powerful models.
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the overwhelming success & positive feedback on this game confirms my hypothesis: most people don’t inherently hate AI; they hate AI generated slop. people have a strong sense of intuition about when creators put a lot of care and thought into their craft instead of building out something just to go viral. to all of us building experiences for others with AI, my advise to you is to apply the same principle of care and intent put into a project as i do. the system will work its way in ur favor instinctively.
i built an infinite, self-evolving Backrooms game you can play in your browser. dimension9.space opus 5.5 simply follows a haunting directive i wrote into the game. it drives the sentient AI that builds new rooms, characters, entities, and experiences forever. coolest part is even as the creator of this game, i don't know what to expect in there. multiplayer with proximity chat is supported from day one so go play it with your friends.
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visual reasoning has significantly improved with fable 5.2 need to test how big of a difference this translates to in game dev pipelines. updates soon!
Replying to @claudeai
Fable 5.2 shows substantially improved skills in controlling physical robots, even on tasks it has never explicitly been trained to do. On RoboDojo, a benchmark with a simulated two-arm robot, it outperformed other models and most AI systems built to control robots.
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we got Fable and Mythos 5.2 before GTA 6. chat are we cooked??!
Introducing Claude Fable 5.2 and Claude Mythos 5.2, designed to tackle the most daunting technical challenges. They’re capable collaborators on ambitious projects in many fields, and show improvements in areas like coding, reasoning, and vision.
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This release is pivotal. They added browser as a target platform and a much better MCP for your AI agents. UE5 Games being released in the next couple of months are going to be EPIC!!
The Unreal Engine 5.9 MegaJam Preview is here! It’s the first Unreal Engine release built primarily with agentic workflows and opens up a few new Experimental features: check out Unreal MCP’s expanded toolsets, work with AI coding agents directly in Editor, explore AI-assisted content creation, and run your projects in a browser. This isn’t your typical Unreal Engine Preview, but it’s ready just in time for the Epic MegaJam. Invite your agents and start experimenting: epic.gm/ue-5-9-preview
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this was a generational run indeed!! stoked we could get h3 max built at @fal which now is one of the coolest and most successful projects released within our startup!! super cracked research team @kaan_oktay and his fellow matrix multiply wizards. hoping to continue pushing the frontier and building things people are mesmerized by. in a future where everything might be super affordable and accessible, the things that’ll matter are what we do with our free time and the memories we make with each other in shared experiences!
🪦 RIP 🫟 Infinite Slop TV August 2026 - October 2026 It let anybody on the internet write into a chat that fed into a perpetual stream of live generated AI video (aka slop) It wasn't possible before that because there weren't AI video models yet that generated faster than they could be played, but then @fal hacked @MiniMax_AI's H3 to be so fast that it finally could! FAL also sponsored me to do this project because otherwise it would have costed me $200,000/mo in GPU cost, at least! Here's some stats: 📈 17,800,000 clip views 💬 287,555 chat messages ❤️ 287,000 likes on clips 📺 210,196 AI clips aired 🛡 125,808 messages blocked by moderation 💀 (so about 44% was blocked!) 👀 185,000 visitors 💬 47,000 people made videos ⏱ 860 hours of never-repeating video 💰 3 sponsors: @sideshiftai + @creem_io + @chatbase Paid out 3 prizes: 🏆 $5000 to "67" (wanted to stay anon) 🪙 $2500 to @ssthormess (aka "SS" on the site) 🥉 $1000 to @tatusea_ ("tatusea" on the site) In the end it didn't manage to keep catching attention though but it was a great little fun internet experiment Lots of funny weird things happened, because each video generated would take cues from the previous (the AI would try keep some type of cohesion), you'd get these kind of trends keep going through videos. For awhile every video had goth girls, then slime girls, then pickles, then it'd turn into pixel art, and then people would spam it back to goth girls There is something here though, but I'm not sure what it is, or how to make it work in the future. Slop is of course slop, and it is addictive but after awhile it also gets boring because it's still too basic. I can see that there will be interactive and personalized content in the future that's live generated and will work but we're not there yetttt It's also a bit dystopian but utopian in other ways: live generated teachers explaining stuff to kids is awesome for example and I think I saw Minimax H3 Max used for that too Anyway, everyone thanks for watching and creating! 🙏😊
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i'm a solo dev and i built an infinitely evolving backrooms game and released it on the web. 35,000 players and ~9,600 hours played. these are my metrics under 36 hours of launch. each blue dot below is a player on the map i recorded a moment ago. there's ~1,200 players playing the game at THIS moment. SIMULTANEOUSLY. let that sink in. this is incredible. we're entering a new era for sure. note for video: only shows 200 players in total because my server chunks the shared space into worlds of 200, so 1200 players would be 6 different worlds and you're seeing one of em. i'm building out a shared space server that can sustain 2000 players in a single world. launching real soon.
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- it’s harder to make opus one shot stuff in game engines other than simple three js - first example is three js second one is godot. so not a fair comparison.
Press F for Opus 5.5 zero doubt Anthropic nerfed it. just check the gap in quality and cost limits drain faster cause it loops wrong decisions and ignores your notes today it's even worse. anyone else noticing this?
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I put a sentient AI inside my backrooms game and told it to never stop building: dimension9.space overnight, it built 50 unique rooms, 9 entities, and 5 harmless characters. it's growing infinitely now. it's both terrific and terrifying at the same time. here are my 10 favourite rooms it built👇
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i've hit 4,000 players overnight!! this is crazy y'all. thanks for all the support 😎 also, you know you've made a viral game when under 12 hrs of its release a bunch of copycat memecoins drop that have no association with me. i haven't started a coin and DO NOT trade on these and get scammed folks. happy gaming otherwise! dimension9.space
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“better than higgsfield” is an extremely low bar lol
babe wake up an open-source 3D engine for AI agents just dropped and it’s better than higgsfield
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