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This is my new opensource project with WEBGL2 & @threejs , my goal was to build a third person template of a samurai, so I built 3 techniques ( using the katana ) & 3 magic abilities which are fully procedural. katana fire made of a real raymarched volume, ragdoll with no physics engine, Skeleton was done in mixamo so that it's easy to swap character & a character editor. A lot of manual work done & I used Opus 5 @AnthropicAI help to speed up my vision. Live link: Source code:
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"#miyamotokarin# LIVE 2024 Haru~Hello! Brand new me~RETURNS" goods available here: Details: English guide: #宮本佳林# #karinmiyamoto#
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Miyamoto Issa's daughter Cocoa: Rendered Turnaround
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Miyamoto, creator of Mario has stated why he thinks Illumination was the right choice behind the Super Mario Movie
Shigeru Miyamoto shared thoughts on generative AI and its meaning for creativity in game development. He compared AI to the evolution of computers and design tools. As technology handles more technical work, human design sense and creative judgment grow more important. Miyamoto distinguishes between “creating something” and “doing the work.” Creating starts with deciding what to make, building the overall structure, and having clear intention. The work that follows fills in details, polishes, and executes the idea. “People can become so satisfied with the work itself that they start mistaking that satisfaction for having created something good.” Miyamoto believes AI taking over repetitive work could give people more chances to focus on what they truly want to create. “The more AI takes care of all kinds of tasks for us, the more opportunities we all have to think seriously about what it really means to create something.” He acknowledges AI could eventually handle almost everything in the creative process, but for now: “I think there’s still plenty that we humans can do.”
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If Miyamoto is bullposting your coin exit all markets Rapist
Shigeru Miyamoto never saw other game developers as his main competition. In a 1996 interview, the Nintendo legend explained that he considered the Rubik’s Cube his “eternal rival.” “Since my background is originally in industrial design, I view the Rubik’s Cube as my eternal rival,” He explained that he was especially interested in products that could surprise people who weren’t already gamers: “There’s a kind of product that’s very important to me. It’s not stuff made by veteran craftsmen who have spent years building computer games specifically for gamers, but rather things that make people realize, ‘Wow, computer games can do that…?!’” Miyamoto wanted younger developers to eventually take over Nintendo’s major franchises while veteran developers had more freedom to experiment. “I want to hurry up and reach a point where we can leave the franchise titles to the younger staff, while the older folks just do whatever they feel like.”
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📺Karin Miyamoto "Recreating MV at Home" 10-hr Stream Archive!✨ From makeup & styling to shooting & self-editing! 🎬Watch: 🎵"HANAKIN / The Aloof One" Stream & Download: @karin__miyamoto #KarinMiyamoto# #HANAKIN# #JPOP#
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📸Karin Miyamoto held a release event for her 5th single "HANAKIN / Shanikamaa"! Check out her performance details, Juice=Juice medley & full event coverage here: 👉Full article & photos: @karin__miyamoto #JPOP# #宮本佳林#
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Karin Miyamoto 5th Single "Shanikama" MV Out Now! 🎉 "HANAKIN" / "Shanikama" — releasing July 29, 2026! Watch and show your support by hitting Hype! 🔥 ▶️ @karin__miyamoto #KarinMiyamoto# #Jpop# #JapaneseSinger# #NewMusic#
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