post: GPU-skinned herds — agent_skinned renderer + engine private, builds public
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<span class="blog-card__read">Read →</span>
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<a href="gpu-skinned-herds" class="blog-card">
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<span class="blog-card__date">14 June 2026</span>
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<h2 class="blog-card__title">GPU-Skinned Herds: One Draw Call for 1,000 Animated Characters in Godot</h2>
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<p class="blog-card__excerpt">Godot can't batch-render 1,000 animated characters. We built a GPU skinned-instance herd renderer into the engine itself — already driving crocodile herds in Ariki. Pre-built editor binaries for macOS and Windows.</p>
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<span class="blog-card__read">Read →</span>
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</a>
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<a href="flows-are-sessions" class="blog-card">
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<span class="blog-card__date">11 June 2026</span>
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<h2 class="blog-card__title">Flows Are Sessions, Not Pipelines: Why We Moved Our Agent Orchestrator from YAML to JavaScript</h2>
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<p class="blog-card__excerpt">We killed the static YAML DAG and rewrote our agent orchestration in 200 lines of JavaScript. Now a flow IS a session — you chat it, steer it, and it pauses for you at a human gate.</p>
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<span class="blog-card__read">Read →</span>
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</a>
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<a href="voice-missing-input-game-dev" class="blog-card">
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<span class="blog-card__date">10 June 2026</span>
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<h2 class="blog-card__title">Why Voice Is the Missing Input for Game Development</h2>
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