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1inamillian.bsky.social
@1inamillian.bsky.social
Call me Millian!
Lead dev for Sylphstream, coder for SS13
I really like to tinker around with things, both on and off a computer. Expect to see a lot of projects!
1inamillian or nightmarechamillian on other platforms
New #devlog for #Sylphstream: Been doing a lot of prep for the inter-agent competitive #machinelearning training and I finally got around to hooking up their kinematic controllers with the networks :} As to be expected, they're absolutely disoriented by their newfound powers of Walking
November 26, 2025 at 12:49 AM
So, fun fact about Sylphstream, for the past ???? months, my neural network agents haven't actually been able to see the targets they've been shooting at. Which means I have been training them shoot while quite literally blindfolded. Oops!

Suddenly their absolute highscore of 5 hits makes sense.
November 25, 2025 at 8:38 PM
minor sylphstream update: doing some experimentation with an alternative neural network layout so I figured I'd go ahead and make the first of the "alternative" sylph models :) The purple ones are more reminiscent of a goat than a cat.
November 15, 2025 at 1:01 AM
New update for #Sylphstream: Prototyping the movement and health system integration for my Sylph AI agents.

Progress has been slowing down a lot with the breadth of interconnected systems I've been working on (and also the semester), but I should have something flashier to show soon!
#gamedev
November 8, 2025 at 11:45 PM
Here we are! The Khwarizmi's burst fire has to be physically compensated for using the mouse. One can also see the harder target behavior for AI training and the new sporting clays, which interface with the health system. Lastly is a simple HoT effect, currently bound to X.
#gamedev #devlog #lowpoly
July 30, 2025 at 7:09 PM
New in #Sylphstream: The Khwarizmi. Not been many updates the past week since I've largely been doing internal stuff for player health and status effects. Should have a video up of it shooting in a jiffy.
July 30, 2025 at 6:53 PM
And let's get some screenshots of the model, because god DAMN is it a cool looking gun. Based on a real gun called the Humphrey Wittingtonsworth pistol.
#blender #lowpoly
July 16, 2025 at 8:01 PM
New in #Sylphstream: True inventory-based, hl2-style, weapon switching, as well as Sylphstream's first 22lr gun and second pistol, the Ishim. I still want to do some QC, but the inventory beta should be out soon.
#godot #gamedev #devlog
July 16, 2025 at 7:53 PM
New in #Sylphstream: FINALLY! a UI! Along with it, I've done a lot of internal reorganization the groundwork for adding the planned inventory system. I've been doing a LOT of training for the #neuralnetwork agents, and should have a demo out for that soon. Stay tuned!
#godot #gamedev #opensource
July 14, 2025 at 9:04 PM
It took a little longer, since I went off and refactored the entire weapon system to handle custom scripts and instances, but here's the relata! It's the first instance of a script-overridden weapon in #Sylphstream
#godot #gamedev #devlog #indiedev
July 10, 2025 at 7:25 PM
New in #Sylphstream: gunshots will give a "warning" pitch change as they get closer and closer to being empty. Going to have to do a lot of playing around with the values but I already really like the effect :)
#devlog #godot
July 10, 2025 at 2:18 AM
Finishing up with the texturing on another gun for #Sylphstream, which'll not only be the game's first shotgun, but also it's first specially scripted weapon. Should have gameplay footage by tomorrow.
#gamedev #devlog #blender #lowpoly
July 5, 2025 at 1:34 AM
New weapon in #Sylphstream - the Ghostbird. Based on Cariocaworks' Urutau, it's the second FOSSCAD weapon in the game. I did the model myself based off a couple photographs. I love this neat little thing :)
#godot #3d2a #devlog #firstpersonshooter #solodev
July 4, 2025 at 9:01 PM
Gadies and Lentlemen, we have confirmation of five hits. Things are now officially heating up in the Not Being a Stormtrooper Department. #Sylphstream #devlog
July 2, 2025 at 5:43 PM
Update for #Sylphstream: The neural networks, after about half an hour of training, seem to be hitting the point of diminishing returns with an evolutionary model. Might take a break to do some feature development while I look into gradient descent. Super fun either way.
#godot #machinelearning
July 2, 2025 at 4:58 PM
Version two of the neural networks for #Sylphstream are. uh. Well. They're doing something.
#godot #gamedev #machinelearning #devlog #opensource
July 1, 2025 at 5:55 PM
June 29, 2025 at 9:07 PM
Creature from a dream I had called a sawhorse. They made pained dog noises and they'd move by teleporting very short distances, almost like shuttering, and the legs would randomly change angles each time. They were more curious than aggressive.
#digitalart #digitalillustration
June 29, 2025 at 5:36 PM
#Sylphstream update:
Genuinely shocked by how quickly they're learning. After only about 6 training cycles, they're averaging at about 8/10 hits on a moving target. It's honestly super cool to see the improvement in real time.
#machinelearning #godot #neuralnetwork #devlog
June 28, 2025 at 1:05 AM
Single "thoughts" now work in #Sylphstream! What you're seeing is me pressing "e" and prompting the Sylph to gather information, run it through the simple neural network it has, and then execute a single frame of output.
#machinelearning #devlog #godot #neuralnetwork
June 27, 2025 at 4:12 PM
all seems good :) will begin the neural networks tommorgow
#godot #machinelearning
June 26, 2025 at 3:04 AM
#devlog update for #Sylphstream: working on getting the shooting raycasting set up with the Sylphs. They already have an API and "vision" set up so as soon as I make sure everything works and I get the neural networks coded I'll be ready to start training them.
#machinelearning #godot
June 26, 2025 at 2:52 AM
good news: i got the bobbing to work :)
June 23, 2025 at 5:25 PM
working on actually implementing the archon, since I'm scared of doing file i/o without a little guy to do live testing with. and. uh. well, he's supposed be bobbing.
#godot #gamedev #devlog
June 23, 2025 at 5:17 PM
okay. i might have slightly overcorrected. but we're getting there
#godot #gamedev
June 23, 2025 at 3:56 PM