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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
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: 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
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
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
#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
#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