“一个法术构筑引擎,玩家通过咒语来编织魔法,而非使用预设法术。每个法术都由自然语言输入,由轻量化LLM解析出的组合元素(实体 × 元素 × 动作)构建而成,在浏览器中产生出组合式的魔法效果。”
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Updated
Jun 1, 2026 - TypeScript
“一个法术构筑引擎,玩家通过咒语来编织魔法,而非使用预设法术。每个法术都由自然语言输入,由轻量化LLM解析出的组合元素(实体 × 元素 × 动作)构建而成,在浏览器中产生出组合式的魔法效果。”
An AI-generated 3D kingdom builder whose roads are not drawn by the player — people walk, their routes wear into the ground, and the road network emerges. Godot 4 + a procedural Blender asset pipeline. An experiment in building a game end to end with AI.
Lumen is a dynamic NPC simulation system where characters evolve emotionally, remember your actions, and pursue hidden personal goals—creating deep, emergent storytelling in a console-based world.
A living ASCII civilization simulator: an emergent world that writes its own history, in one HTML file
A deep economic simulation of a pirate-age archipelago: hundreds of islands, ships, captains and crews, all running on their own decisions. Vanilla JS, no build step.
Census — an emergent social simulation for Minecraft 1.21.11 (NeoForge). Every villager has a personality, memory, family, and grudges. Stories emerge.
A peer-to-peer elemental arena in a living grove that remembers everything. Fire, water, wind, weather and creatures collide — no scripts, just systems.
A simulation-driven survival RPG based on real Earth data. Ecosystems, NPCs, crafting, and magic that all emerge from deterministic systems rather than scripted content. Solo-built in Godot 4.
一个会自己书写历史的架空世界沙盘,An autonomous alternate-history sandbox where nations, dynasties and empires rise, fall and write their own history.
Sentient NPC Architecture (SNA) is a technical design framework for open-world games, life simulators, and RPGs that seeks to bridge the gap between deep systemic simulation (RimWorld, The Sims, Red Dead Redemption 2) and generative agents based on language models (Smallville, Project Sid), while ensuring high CPU/GPU efficiency.
Early Windows prototype of Tattered Banners, a reactive turn-based mercenary tactics RPG shared for testing.
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