Co-Developing Unreal Engine Video Games using Local Ollama LLM Models with the Latest v1.0.66 Beta Version of the Betide NeoStack AI Unreal Plugin
/in Event, Frontpage Article, News/by Philip Conrod
Back in February I started testing the NeoStack AI Plugin by BETIDE STUDIO for AI assisted Unreal Engine game development. The NeoStack AI plugin is still in Beta, and I am currently testing the latest beta version (v1.0.66).

In addition to using OpenRouter to run free LLM models, NeoStack AI recently added the capability to run my free local LLM models via Ollama running on my GeForce RTX-3080.

I am really excited to use their new Ollama Local LLM model capability so I can take advantage of the free processing power of my offline NVIDIA GeForce RTX-3080 Graphics card.
As a reminder, the key features of the NeoStack AI are:
- Multi-Agent Support – Connect to Claude Code, Gemini CLI, or OpenRouter
- Native Editor UI – Slate-based chat window with streaming responses
- Asset Generation – Create Blueprints, Materials, Behavior Trees, Data Tables and more
- Context Attachments – Attach Blueprint nodes or assets to your prompts
- Project Indexing – Automatic project indexing for context-aware suggestions
I’ll continue to keep you update on both my cloud and local LLM testing with NeoStack AI for Unreal Engine.
OpenAI Releases GPT-5.4 and it is State of the Art (SOTA) across Key Coding Benchmarks
/in Event, Frontpage Article, News/by Philip ConrodOn March 5th, 2026, OpenAI released GPT-5.4 GPT-5.4 brings together the best of their “recent advances in reasoning, coding, and agentic workflows into a single frontier model”. OpenAI said that GPT-5.4 “incorporates the industry-leading coding capabilities of GPT‑5.3‑Codex while improving how the model works across tools, software environments, and professional tasks involving spreadsheets, presentations, and documents.” GPT 5.3 Coden is great for agentic coding and combining it with GPT-5.4 helps you get real work done accurately, effectively, and efficiently.
OpenAI shared the following benchmarks comparing 5.4 to 5.3 Codex and GPT 5.2 in their announcement:
For Coding, they also shared their SWE-Bench Pro (public) Accuracy vs Latency Benchmarks:

As a demonstration of their model’s improved computer-use and coding capabilities working in tandem, they released an experimental Codex skill called “Playwright (Interactive)(opens in a new window)”. This new skill “allows Codex to visually debug web and Electron apps; it can even be used to test an app it’s building, as it’s building it.”
I can’t wait to test and see how it has improved AI assisted game development! I’ll let you know how my testing goes via my AI Assisted Unreal Engine video game development project using my Betide NeoStack AI Plugin and my OpenRouter account.

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
/in Event, Frontpage Article, News/by Philip ConrodEpic 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 Multi-Person Linear) parametric body model, primarily target and automate the body modeling and full-body motion capture stages in Epic’s MetaHuman pipeline, which currently relies on limited presets for bodies and less advanced video-based tracking for animation.
What Meshcapade Replaces in the current MetaHuman Pipeline:
- Preset/Manual Body Modeling: Replaces MetaHuman Creator’s ~50 preset bodies and external sculpting/rigging with AI-generated custom SMPL bodies from a single image, video clip, or scan. It extracts precise shape, pose, and clothing details automatically—no manual adjustments needed.
- Expensive Mocap Hardware: Replaces marker/suit-based systems (e.g., optical mocap studios) with markerless full-body capture from any camera (phone/webcam/pro). It tracks subtle motions like fingers/hands, camera movement, and multi-person scenes.
- Fragmented Body Animation: Complements/enhances MetaHuman Animator’s body solve with superior AI-driven full-body mocap, reducing retargeting hassles (pre-acquisition the plugin existed; now it will become native).
With the acquisition, Epic says it’s “looking forward to working together to advance digital human technologies for use across gaming, film and entertainment.” I’m personally looking forward to a much simpler MetaHuman creation and animation pipeline for video game development and virtual production. development.
Claude Sonnet 4.6 Released on February 17, 2026
/in Event, Frontpage Article, News/by Philip ConrodAnthropic released Claude Sonnet 4.6 on February 17, 2026 – almost 2 weeks after releasing their flagship Claude Opus 4.6 model. Below are the latest benchmarks that Anthropic published in their Claude Sonnet 4.6 announcement:
You can read more about Anthropic Claude Sonnet 4.6 here.
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
/in Event, Frontpage Article, News/by Philip Conrod
The Lunar Lander coding simulation coding test ran without any problems at 6.12 tokens per second using LM Studio:

Below you can see the Task Manager Performance Chart for my NVIDIA GeForce RTX-3080 with 10GB VRAM;

Based on available benchmark data, it achieved the following scores on the specified evaluations:
GPQA: 75.2%
AIME 25: 91.6%
SWE-bench Verified: 59.2%
These results position it as a strong performer in its size class, particularly for coding and reasoning, outperforming comparably sized models like Qwen3-30B on SWE-bench Verified while maintaining lower resource requirements. Note that benchmarks can vary slightly based on evaluation configurations, but these figures are consistent across official sources and reviews.
Chloe Conrod Delivers Inspirational Game Development Talk At The 2020 Christian Games Developers Conference (CGDC)
/in Event, Frontpage Article, News/by Philip ConrodChloe Conrod delivers an inspirational game development talk at the 2020 Christian Games Developers Conference (CGDC) on August 30, 2020! Click on the link below to view her talk on the CGDC YouTube Channel:
Summary of Chloe’s Talk:
Throughout the years, gaming has created a beautiful and mesmerizing way to escape the real world. Hundreds of these amazing creations have been released towards those of multiple generations, and have been used as an inspiration towards other aspiring game developers on what they may want to create. However, it is never a rare case for a game developer to feel burdened with the over-piling work that they have to face. From financial problems to feeling weighed down by the comments of our audience, to being exhausted from all of our hard work and wondering if we should start over, there are many in the gaming industry who have decided to quit. But, the truth is, our failures actually come from not realizing how close that we were to success, until we gave up. Us, being only human, need to realize how far that each and every one of us have come from where we originally started. Whether it’s been years of constantly working on a game, to just beginning to piece together what you want to create, or even having only attended this conference to spark and further your interest, each of us have something to be proud of. Now, this is where many of you may ask, “But, why me?” And to that, I will explain an even more important question, “Why not you?”
Phil Conrod Joins the Christian Game Developer’s Conference (CGDC) Board of Directors
/in Event, News/by Philip ConrodThe Christian Game Developers Conference Board of Directors announced that they welcomed Phil Conrod as a new Board Member for a 2 year term. Phil Conrod has also published over two dozen textbooks which are used in K-12 schools & universities to help teach App & Game programming. You can read more about his many apps, games and textbook tutorials at https://www.biblebytebooks.com and https://www.kidwaresoftware.com.
Phil is very honored and humbled to serve the Christian Game Developers Community on the CGDC Board of Directors. Please let him know how he can serve the CGDC community best in this new Board Member role.
Phil Conrod and Kris Murray Host a Unity Workshop on the Unity Multipurpose Avatar (UMA ) and Navigation at the 2019 CGDC
/in Event, News/by Philip ConrodPhil Conrod and Kris Murray Host a Unity Workshop on the Unity Multipurpose Avatar (UMA ) and Navigation at the 2019 CGDC. The Workshop for Unity 3D to create customizable characters and get them to walk around a 3D scene. Learn the Unity Multipurpose Avatar and how to change skin and hair color, body, proportions and clothes. Take that same 3D character and set it to motion on its own using Navmesh. Preparation required: Bring a laptop, download and install Unity, and get the free Unity Assets “Standard Assets” and “UMA 2” from the Unity Asset Store. Participants should have a cursory understanding of C# scripting.
Friday, 1:15pm – 2:30pm, Trail Room
BookAuthority Selects Computer Bible Games with Java as One of the 3 Best New Java Swing Books To Read In 2019!
/in Event, Frontpage Article, News/by Philip ConrodLatest News
OpenAI Released GPT-5.5 on April 23, 2026April 24, 2026 - 4:42 pm
OpenAI Releases GPT-5.4 and it is State of the Art (SOTA) across Key Coding BenchmarksMarch 11, 2026 - 7:24 am
WHO IS PHILIP CONROD?
Philip Conrod has authored, co-authored and edited over two dozen technology related textbooks over the past 40 years. Philip holds a Bachelor’s Degree in Computer Information Systems and a Master’s certificate in the Essentials of Business Development from Regis University. Philip has also served in various Information Technology leadership roles for companies like Sundstrand Aerospace, Safeco Insurance, FamilyLife, Kenworth Truck Company, Paccar, Darigold and Kidware Software. Philip currently serves as an Adjunct Professor at Northwest University in Kirkland, Washington.













