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All stories · page 42

IRZ archive, page 42.

The tutorial disappears into the first wave

Matt Sephton starts with a failed prototype, borrows from old arcade games and lets each design mistake teach his Jinks engine what it actually needs.

A generated 3D world whose objects remain movable

WorldClaw turns a prompt into regions, builds global terrain, then generates local objects as separate meshes. The important difference is structural: the result remains an explicit 3D scene instead of a fixed view.