Chronicling the evolution of Retro Engine Studio from a decentralized pixel art experiment to a full-fledged AI-assisted Web IDE.
Post 6
Imagine prompting an AI to generate a single image, and having that image instantly become a playable 3D world. We explore the vision of "reskinning" reality—turning your own room and friends into an FPS level via simple AI-generated grids.
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Post 5
You don't need to be a senior programmer to build amazing things. A step-by-step guide for non-coders on installing Gemini CLI and using AI prompting to orchestrate a game engine.
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Post 4
"We completed our proof of concept, now we need to develop our 1.0 game system." How all our disparate side quests merged into the `game-poc` repository.
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Post 3
From pure URLs to a component-based engine. Exploring an Ink Driver with Matter.js, a turn-based Pac-Man clone, and the pivot that defined our vision.
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Post 2
Taking our URL-based pixel compression and turning it into a reusable, framework-agnostic HTML element. The bridging gap between art and the engine.
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Post 1
Our ambition was to build a decentralized library for pixel art. How strict constraints drove the creation of a recursive image reference algorithm packed into a URL.
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