Entries by Philip Conrod

Epic Games recently acquired Meshcapade, a startup specializing in AI technologies for creating and animating hyper-realistic digital human models and animations from video recordings 

Epic Games recently acquired Meshcapade, a startup specializing in AI technologies for creating and animating hyper-realistic digital humans. Meshcapade, a spin-off from the Max Planck Institute for Intelligent Systems based in Tübingen, Germany, develops AI tools that generate precise 3D body models and animations from video recordings. Meshcapade’s AI tools, built on the SMPL (Skinned […]

AI Co-Development Just Got a Lot Easier with the Release of Claude Opus 4.6 and Open AI GPT 5.3 Codex on February 5, 2026

In this article, I will compare two specific domains: coding an agentic application (e.g., autonomous AI agents that use tools, plan multi-step workflows, interact with environments like terminals/browsers, debug in loops, and handle real-world software engineering) and game development (e.g., designing game logic, implementing mechanics in engines like Pygame/Unity-style code, handling physics/AI/pathfinding, procedural generation, balancing […]

Co-Developing Video Games using the Latest version of the NeoStack AI Unreal Game Engine Plugin Using Multiple LLMS via OpenRouter

I am currently the NeoStack AI Plugin by BETIDE STUDIO.   The NeoStack AI plugin is currently in Beta and was originally released on the Epic FAB store on January 20, 2026.  I am currently testing the latest beta version (v0.3.1) which was released on 2/9/2026. The developer is constantly releasing updates and fixes so I […]

Using the GLM 4.7V Flash Local LLM Model by Z.ai to Develop a Moon Landing Simulation Using C# on my Alienware Aurora R11 RTX-3080 10GB Video Card

The GLM-4.7 Flash model, an Open Weight 30B-parameter  Mixture of Agents (MoE) variant, released by Beijing Zhipu Huazhang Technology Co., Ltd on January 19, 2026, is positioned as a lightweight, efficient option for local deployment and agentic tasks like coding. The Lunar Lander coding simulation coding test ran without any problems at 6.12 tokens per […]

Using GLM 4.6V Flash Local LLM Model by Z.ai to Develop a Moon Landing Simulation Using C# on my Alienware Aurora R11 RTX-3080 10GB Video Card

Over the past 6 months, I have continued to test locally hosted open-source multimodal agentic models which could run comfortably on my Nvidia RTX 3080 with 10GB.  Back in the August, I added GLM 4.5 to my testbench as it was surpassing or matching DeepSeek V3, Qwen 2.5 Coder, and Llama 3.1 in benchmarks. At […]

OpenAI Releases GPT-5 and it is State of the Art (SOTA) across Key Coding Benchmarks

OpenAI released GPT‑5 today and it is now state-of-the-art (SOTA) across key coding benchmarks, scoring 74.9% on SWE-bench Verified and 88% on Aider polyglot. SWE-bench Verified: (Tests AI models on real-world GitHub issues, evaluating their ability to generate accurate code patches) GPT-5 with Thinking (High) scored highest with 74.9%, followed closely by Claude Opus 4.1 […]

Using OpenAI GPT-OSS Open Weight Local LLM Model to Develop a Moon Landing Simulation Using C# on my Alienware Aurora R11 RTX-3080 10GB Video Card

OpenAI released their new Open Weights local LLM model today under the Apache License that you can download and run it locally on your own hardware without the need of a cloud subscription.  The larger 120 billion parameter model will require a system with an 80GB GPU (who has that!?) or a MAC M3/M4 system […]

Ludus AI Agent Assisted Game Development Tools for Unreal Game Engine

In preparation for my presentation for my July 2025 CGDC presentation on AI Assisted Game Development Tools, I spent a lot of time beta testing the latest beta version of the Ludus AI Blueprints Toolkit for the Unreal Game Engine using Unreal 5.6. I did my Blueprints testing using their 14 Day free Pro Subscription […]

Local LLM Moon Landing Simulation C# Co-Development Performance Results using my Alienware Aurora R11 RTX-3080 10GB using LM Studio

For the past several months, I have been co-developing a Moon Landing simulation game using several different open source LLM models running “locally” on my Alienware Aurora 11 GeForce RTX-3080 10GB VRAM video card.   Running LLMs locally using my RTX 3080 is completely free compared to using cloud based LLMs. In my last blog post […]