# game-dev

Published articles for game-dev.

This is one page of public article previews, not the complete archive. Follow Next page to continue. Summaries are not the original full articles.

## SpaceDeck X July devlog: upgrades, backgrounds, and more

DevFeed: [SpaceDeck X July devlog: upgrades, backgrounds, and more](<https://devfeed.tech/articles/spacedeck-x-july-devlog-upgrades-backgrounds-and-more-37356.md>)

Original publisher: [Read original article](<https://muffinman.io/blog/spacedeck-x-july-devlog/>)

Author: Stanko

Published: 2026-07-23T00:00:00Z

Content type: article

Language: en

Sources: [Stanko Tadić](<https://devfeed.tech/sources/stanko-tadic.md>)

Topics: [Development](<https://devfeed.tech/topics/development.md>), [Website](<https://devfeed.tech/topics/website.md>)

Tags: [customization](<https://devfeed.tech/tags/customization.md>), [game-dev](<https://devfeed.tech/tags/game-dev.md>), [pixel-art](<https://devfeed.tech/tags/pixel-art.md>), [redesign](<https://devfeed.tech/tags/redesign.md>), [steam](<https://devfeed.tech/tags/steam.md>), [updates](<https://devfeed.tech/tags/updates.md>), [upgrades](<https://devfeed.tech/tags/upgrades.md>)

### AI overview

A July development log for SpaceDeck X describes progress toward a Steam release, including a new upgrades system and library, redesigned UI panels, ship weapon and characteristic tweaks, decorative backgrounds and shadows, run-history work, and controller-button customization.

### Source excerpt

I've been developing SpaceDeck X since December last year. It started as me playing with a random framework I found fun, and it grew so much that I'm now working towards releasing it on Steam. I kept a devlog on Itch, but I feel like it is time to bring it to my own website. Especially considering that these updates are exclusive to the Steam version. I have a pretty clear vision for the release, and lately I've made amazing progress. Here are the major things I've made, in no particular order. Upgrades system # The new upgrades system was brewing in my head for a long time. Honestly, I thought it would take me longer to implement it, but once I started, I got in the zone and built a completely new system. This is the new upgrades selection screen: Compare it to the old one: Upgrades library # Upgrades got their own library, so players can inspect and learn about all of them. In two days I managed to draw 44 upgrade icons. Some of them I just winged and now I'm retrofitting them to the actual game upgrades. Redesigned UI panels # After making new upgrade cards, I got an urge to redesign some of the game's UI. I'm trying to avoid scope creep, but I had to create a way for the player to see their upgrades, so I decided to give a facelift to the deck panel as well. You can open both panels by holding Tab in the boss fight: And they show automatically in the pause menu: Ships # Ships are not brand new, but in the last few weeks I tweaked their specific weapons and characteristics. It is still a work in progress, but all ships are functional and have their own quirks. Backgrounds and shadows # These are purely decorative, but I think they elevate the experience a lot. These background objects add more visual depth. They also change every few levels, giving the player a better sense of progression. For now I created two sets of backgrounds (the gray tech-industrial one and an Aztec/Protoss-inspired one). The plan is to have four or five for the full game. These are quite

## Waypoint-1.5: Higher-Fidelity Interactive Worlds for Everyday GPUs

DevFeed: [Waypoint-1.5: Higher-Fidelity Interactive Worlds for Everyday GPUs](<https://devfeed.tech/articles/waypoint-1-5-higher-fidelity-interactive-worlds-for-everyday-gpus-7565.md>)

Original publisher: [Read original article](<https://huggingface.co/blog/waypoint-1-5>)

Author: Andrew Lapp; Louis Castricato; Scott Fox; Shahbuland Matiana; David Rossi

Published: 2026-04-09T00:00:00Z

Content type: article

Language: en

Sources: [Hugging Face - Blog](<https://devfeed.tech/sources/hugging-face-blog.md>)

Topics: [World models](<https://devfeed.tech/topics/world-models.md>), [Hardware](<https://devfeed.tech/topics/hardware.md>), [real-time](<https://devfeed.tech/topics/real-time.md>), [data](<https://devfeed.tech/topics/data.md>), [AI, ML & Data Engineering](<https://devfeed.tech/topics/ai-ml-data-engineering.md>), [systems](<https://devfeed.tech/topics/systems.md>), [Artificial Intelligence](<https://devfeed.tech/topics/ai.md>)

Tags: [announcement](<https://devfeed.tech/tags/announcement.md>), [artificial-intelligence](<https://devfeed.tech/tags/artificial-intelligence.md>), [compute](<https://devfeed.tech/tags/compute.md>), [data](<https://devfeed.tech/tags/data.md>), [diffusion](<https://devfeed.tech/tags/diffusion.md>), [game-dev](<https://devfeed.tech/tags/game-dev.md>), [hardware](<https://devfeed.tech/tags/hardware.md>), [local](<https://devfeed.tech/tags/local.md>), [models](<https://devfeed.tech/tags/models.md>), [performance](<https://devfeed.tech/tags/performance.md>), [real-time](<https://devfeed.tech/tags/real-time.md>), [training](<https://devfeed.tech/tags/training.md>), [world-model](<https://devfeed.tech/tags/world-model.md>)

### AI overview

Waypoint-1.5 is Overworld's real-time video world model, designed to generate interactive environments locally on consumer hardware. The release adds 720p and 360p model tiers, supports up to 60 FPS on higher-end desktop GPUs, broadens hardware accessibility, uses nearly 100 times more training data than Waypoint-1, and applies more efficient video modeling to improve coherence and responsiveness.

### Source excerpt

We're on a journey to advance and democratize artificial intelligence through open source and open science.

## Cup and Counter Dev Blog #2

DevFeed: [Cup and Counter Dev Blog #2](<https://devfeed.tech/articles/cup-and-counter-dev-blog-2-10763.md>)

Original publisher: [Read original article](<https://pimylifeup.com/cup-and-counter-dev-blog-2/>)

Author: Emmet

Published: 2026-03-14T10:28:07Z

Content type: article

Language: en

Sources: [Pi My Life Up](<https://devfeed.tech/sources/pi-my-life-up.md>)

Topics: [systems](<https://devfeed.tech/topics/systems.md>)

Tags: [animation](<https://devfeed.tech/tags/animation.md>), [blog](<https://devfeed.tech/tags/blog.md>), [cup-and-counter](<https://devfeed.tech/tags/cup-and-counter.md>), [dev](<https://devfeed.tech/tags/dev.md>), [development](<https://devfeed.tech/tags/development.md>), [game-dev](<https://devfeed.tech/tags/game-dev.md>), [generation](<https://devfeed.tech/tags/generation.md>), [post](<https://devfeed.tech/tags/post.md>)

### AI overview

Cup and Counter Dev Blog #2 covers a week of implementation and polishing for the coffee shop simulator. The developers made traffic lights affect cars and pedestrians, improved building facades, enhanced NPC expressions and animations, and worked on delivery and placement systems. The post also outlines plans for the following week and encourages readers to wishlist the game on Steam.

### Source excerpt

Checkout this dev blog to see all the work we have been putting into Cup and counter over the last week. This week has seen huge improvements including the implementation of the trafflic light system. The post Cup and Counter Dev Blog #2 appeared first on Pi My Life Up.

## Cup and Counter Dev Blog 1

DevFeed: [Cup and Counter Dev Blog 1](<https://devfeed.tech/articles/cup-and-counter-dev-blog-1-10762.md>)

Original publisher: [Read original article](<https://pimylifeup.com/cup-and-counter-dev-blog-1/>)

Author: Emmet

Published: 2026-03-07T13:16:52Z

Content type: article

Language: en

Sources: [Pi My Life Up](<https://devfeed.tech/sources/pi-my-life-up.md>)

Topics: [systems](<https://devfeed.tech/topics/systems.md>), [bug](<https://devfeed.tech/topics/bug.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [blog](<https://devfeed.tech/tags/blog.md>), [bug](<https://devfeed.tech/tags/bug.md>), [cup-and-counter](<https://devfeed.tech/tags/cup-and-counter.md>), [dev](<https://devfeed.tech/tags/dev.md>), [game-dev](<https://devfeed.tech/tags/game-dev.md>), [lighting](<https://devfeed.tech/tags/lighting.md>), [post](<https://devfeed.tech/tags/post.md>), [series](<https://devfeed.tech/tags/series.md>), [systems](<https://devfeed.tech/tags/systems.md>), [video](<https://devfeed.tech/tags/video.md>)

### AI overview

The first Cup and Counter developer blog reviews a week of game development focused on making the world feel more alive. The team describes basic pedestrian and traffic systems, planned improvements such as taxis stopping for passengers and pedestrians sitting on benches, bug fixing, and a lighting issue caused by disabled post-processing.

### Source excerpt

Explore our first dev blog for Cup and Counter where we explore some of the various bits we have worked on over the last week. The post Cup and Counter Dev Blog 1 appeared first on Pi My Life Up.

## Introducing NPC-Playground, a 3D playground to interact with LLM-powered NPCs

DevFeed: [Introducing NPC-Playground, a 3D playground to interact with LLM-powered NPCs](<https://devfeed.tech/articles/introducing-npc-playground-a-3d-playground-to-interact-with-llm-powered-npcs-7367.md>)

Original publisher: [Read original article](<https://huggingface.co/blog/npc-gigax-cubzh>)

Author: Tristan Deborde; Duermael; Gaetan de Villele; Corentin CAILLEAUD; Thomas Simonini

Published: 2024-06-05T00:00:00Z

Content type: article

Language: en

Sources: [Hugging Face - Blog](<https://devfeed.tech/sources/hugging-face-blog.md>)

Topics: [Large Language Model](<https://devfeed.tech/topics/llm.md>), [3D](<https://devfeed.tech/topics/3d.md>), [Artificial Intelligence](<https://devfeed.tech/topics/ai.md>), [hugging face](<https://devfeed.tech/topics/hugging-face.md>), [Open Source](<https://devfeed.tech/topics/open-source.md>), [Lua](<https://devfeed.tech/topics/lua.md>), [spaces](<https://devfeed.tech/topics/spaces.md>), [GitHub](<https://devfeed.tech/topics/github.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [artificial-intelligence](<https://devfeed.tech/tags/artificial-intelligence.md>), [game-dev](<https://devfeed.tech/tags/game-dev.md>), [github](<https://devfeed.tech/tags/github.md>), [hugging-face](<https://devfeed.tech/tags/hugging-face.md>), [llm](<https://devfeed.tech/tags/llm.md>), [lua](<https://devfeed.tech/tags/lua.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [spaces](<https://devfeed.tech/tags/spaces.md>)

### AI overview

Hugging Face introduces NPC-Playground, a browser-based 3D demo from Cubzh and Gigax featuring LLM-powered non-player characters. Users can interact with the NPCs and teach them skills through Lua scripting. The article describes Cubzh, Gigax's NPC platform and inference stack, and the use of Hugging Face Spaces to host the demo.

### Source excerpt

We're on a journey to advance and democratize artificial intelligence through open source and open science.