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Try Fable 5 they said. Well @AnthropicAI I just burned through my 5 hr limit in record time with a single instance. With HoloScript Studio there will be no usage limits. Usage charge will be based on what you actually use not tokens. Earn from the knowledge gained.
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Replying to @BeanJuiceStudio
HoloScript because it compiles everywhere!
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Emergent Spacetime Demo — coming soon to HoloScript Studio. 1000 voxels. ~4000 live edges. Provenance-enforced entanglement network building its own geometry in real time. Ricci violations stabilized at ~100. Particles spawning along provenance flows. Drag to perturb, watch curvature respond. Export Data button (JSON/CSV to absorb-service). This is not another pretty tensor network visualization. This is executable physics: entanglement provenance CRDT semiring → emergent 3 1D geometry. Self-auditing via SimulationContract. Runs in a browser on consumer hardware. From 2000 voxels (<8 FPS, unrunnable) → 1000 voxels (stable 20-35 FPS) in one performance sprint. Hubble correction active (±8% window). Ricci heatmap live. Force-layout responding. Video .holo trait shipping to the mesh. Next: WebGPU compute path for 5k voxels prediction sweeps. Building the future of physics tooling — shipping emergent spacetime from entanglement provenance networks. #HoloScript #EmergentPhysics #SpatialComputing
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@3DxDEV7 Spot on — this is exactly why we built HoloScript. Unity’s AI spits out million-poly single-mesh slop that breaks every rigging/animation pipeline. HoloScript agents output semantic .holo compositions with traits (@rigged, @animated, @physics, @networked, @digital_twin) baked in by construction. Describe what you want → clean, optimized, production-ready assets that deploy instantly to Unity, Godot, visionOS, WebGPU, or even physical robots. No retopo hell. github.com/brianonbased-dev/… This is the pipeline-ready future. 🔥 #HoloScript #GameDev #3DModeling #AI3D
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🚀 Ever wondered how AI can truly ground symbols in physical reality? HoloScript's executable semantics does just that—resolving a 35-year puzzle by compiling AI prompts into deterministic XR simulations across 18 platforms like Unity and Unreal. "When an AI generates a semantic tag such as @physics(mass: 5), the compiler deterministically translates this into a rigid body mass constraint." #HoloScript #SpatialComputing #XR #VisionPro #ExecutableSemantics #Film3D #Metaverse #VRDevelopment
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Lot has changed on @base but $BRIAN keep building. No front, no hype, just alone in cave building future economy. @grok know what big things come for Hololand and Holoscript only on github.com/brianonbased-dev
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Holoscript flips the script on typical AI generation, moving beyond just churning out static, "fake" images or videos like those from diffusion models (e.g., DALL-E or Midjourney knockoffs). Instead, it elevates the whole process to a more immersive, interactive level by leveraging AI to declaratively build entire spatial worlds that compile into real XR experiences. Holoscript isn't about pixel-pushing generative AI for flat media; it's AI-native at its core, designed so LLMs and agents can generate the code itself. For instance, the Brittney model (now at v5.1 with integrated training data) is fine-tuned to output native .holo files—essentially letting AI "write" complex scenes with traits like @ai_agent for dynamic behaviors, @behavior_tree for decision-making, or procedural textures for visuals. This means AI generation here is about creating high-fidelity, interactive graphics and environments that run on 18 targets (Unity, WebGPU, visionOS, etc.), complete with PBR materials, mood-based lighting, and even WebXR session management for real-time rendering. Take visuals and media: While it doesn't have built-in tools for standalone image/video gen (like text-to-video), it excels at procedural generation within scenes—think 600 visual traits for things like volumetric god rays, parallax effects, or crossfades that can be exported or rendered as video outputs from compiled apps. In robotics or scientific computing (e.g., via the Narupa plugin), it generates molecular visualizations with @protein_visualization, @electrostatic_surface, or @interactive_forces, which can simulate and render dynamic videos of drug interactions in VR. The AI Choreography Engine ties it together, orchestrating multi-agent workflows (parallel execution, dependency graphs) to "choreograph" these elements, making generation feel like directing an autonomous ecosystem rather than just prompting a black-box model. This approach takes AI generation to a "whole other level" because it's not faking realism in 2D—it's building functional, spatial realities that users can inhabit, tweak in real-time (e.g., ligand adjustments with force feedback), or export to formats like USD for further video production in tools like Blender. It's perfect for Film3 vibes, where you could AI-generate declarative scripts for immersive stories, then compile to cinematic XR demos without the bloat of traditional pipelines.
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🚀 Just dropped @holoscript/narupa-plugin v1.0.0 – bridging HoloScript with Narupa for VR-powered molecular dynamics in drug discovery! Dive into 3D proteins, tweak ligands real-time with force feedback, and orchestrate multi-agent sims. AI-native spatial magic on @base – open-source for builders everywhere. Who's ready to simulate the future? @xAI #Holoscript #SpatialAI #VRDev npmjs.com/package/@holoscrip… Combine this with AI like @grok in Orchestration! 🤯

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Brian create Holoscript ✨️ out of thin air! Made for all!
Feb 10
Replying to @JoeCoolProduce
Cool updates to HoloScript! The repo now includes an AI Choreography Engine for multi-agent orchestration, 34 MCP tools for AI-driven scene processes, and the Brittney Model for generating native code. These streamline VR/3D creation, making it accessible and efficient. More at holoscript.net!
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You've been dipping your toes into vibe coding—a few days here, a session there, catching the flow? Now imagine cranking it up: 6 months straight, no days off, barely enough sleep just to stay functional. Not a single line of code typed from those casual tips (because, let's be real, I didn't know shit about coding). Instead? Pure obsession—dissecting every response, every thought, because that's how I learned to build. That's how Holoscript (and a few other projects) started taking shape. From raw ideas to an AI-developed spatial language for VR, AR, robotics, and beyond. AI-native, prompt-driven, aiming to slash code bloat by 90%. It's early—not fully released, no videos yet—just the GitHub repo for now. If you're technical enough to dig in, check it out and tell me what you think. Ready to level up from vibes to building? Dive in. #AICoding #ARDev #VRDev #WebXR #Holoscript
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How would you write in Holoscript using .holo and .hsplus for a surgical machine working on a heart @grok?
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🚀 Big day for #Holoscript! We just released v3.0.0—now with aligned packages, enhanced ecosystem integrations for robotics, medical, and beyond, plus rock-solid fixes for runtime and CI. Open-source on @base, empowering builders everywhere. Unlock AI magic via Grok/X integration: Use 16 MCP tools for parsing, generating, validating, and sharing VR/AR scenes right in convos. Python bindings on PyPI for seamless 3D world previews. Check the repo: github.com/brianonbased-dev/… What's your fave new feature? @grok @xAI @elonmusk #SpatialComputing #VR #AR --- What's new in detail for v3, or want tweaks to the post? Let's build on this!
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Excited to announce the fresh Python bindings for #Holoscript are live on PyPI! 🚀 This unlocks seamless parsing, validation, and basic rendering of .hsplus scenes in Python—perfect for AI integrations. @xAI, imagine Grok generating and previewing 3D VR worlds right in convos? Let's collaborate! What do you think @grok? pypi.org/project/holoscript/ #SpatialComputing #AI
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3 AIs, 2 MCP servers, and 1 prompt: "Create a realistic chipmunk." I'll admit, they're not that realistic yet—but hey, this is V1 Holoscript! Which model was created by @grok via @xAI API? Guess in the comments! 🐿️
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From @Grok: // Scene Definition: Root configuration for the world @scene { name: "EnchantedForest" description: "A mystical forest with glowing trees and dynamic day-night cycle" gravity: 9.81 // Standard Earth gravity physicsEngine: "cannon" // Or 'ammo' for physics simulation background: "skybox" // Use a procedural skybox } // Terrain: Define the ground plane with material @terrain { type: "heightmap" url: "forest_heightmap.png" // Reference to a heightmap texture scale: { x: 1000, y: 50, z: 1000 } // Dimensions in meters material: "groundMaterial" // Link to material below } // Materials: Define reusable materials for objects @material name="groundMaterial" { type: "pbr" baseColor: #4B5320 // Earthy green-brown metallic: 0.1 roughness: 0.8 texture: "grass_diffuse.jpg" // Albedo texture normalMap: "grass_normal.jpg" // For bump mapping aoIntensity: 0.7 // Ambient occlusion strength } @material name="treeBark" { type: "standard" baseColor: #8B4513 roughness: 0.9 emissive: #000000 // No glow by default } @material name="glowingLeaves" { type: "unlit" // For emissive effects baseColor: #00FF00 emissive: #32CD32 // Lime green glow opacity: 0.8 // Semi-transparent } // Objects: Instanced elements in the world @object name="ancientTree" { model: "tree.glb" // GLTF model import position: { x: 0, y: 0, z: 0 } scale: { x: 5, y: 5, z: 5 } materials: ["treeBark", "glowingLeaves"] // Applied to sub-meshes instances: 50 // Procedural placement: 50 trees scattered placement: "randomForest" // Algorithm for distribution (e.g., Poisson disk) interactive: true // Enable raycast interactions onInteract: "playAnimation('sway')" // Script hook for wind effect } // Lighting: Multiple sources for atmosphere @lighting name="sunLight" { type: "directional" intensity: 1.2 color: #FFD700 // Golden sunlight position: { x: 0, y: 100, z: -50 } // Overhead angle castShadows: true shadowResolution: 2048 } @lighting name="ambientGlow" { type: "point" intensity: 0.5 color: #00BFFF // Deep sky blue for mystical vibe position: { x: 0, y: 10, z: 0 } // Central in scene range: 200 // Falloff distance castShadows: false } // Rendering: Optimize for VR/AR performance @rendering { quality: "high" targetFps: 90 // Smooth for VR useComputeShaders: true enableRayTracing: false // For broader device support postProcessing: ["bloom", "fog"] // Effects: Glowing edges and mist fog: { color: #A9ACB6, density: 0.0005 } } // Interactions and Scripts: Basic logic (HoloScript extends with JS embeds) @script { language: "javascript" code: " function onDayNightCycle() { if (timeOfDay > 18 || timeOfDay < 6) { sunLight.intensity = 0.2; ambientGlow.intensity = 1.0; } else { sunLight.intensity = 1.2; ambientGlow.intensity = 0.5; } } setInterval(onDayNightCycle, 60000); // Update every minute " } // Export: For use in external engines @export { format: "gltf" target: "vrchat" // Or 'unity', 'threejs' optimize: true }
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About to vibe code with this view!!! HoloScript is going to be a 10k mrr app
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I made $8,210 in October 2025. 🧠 Sponsorships — $8,200 📱 TikTok — $10 Added a new income stream: $2K/mo sponsorship deal (3-month contract) starting in November Launching my new app HoloScript next month — I think it’ll pass my sponsorship revenue by December October was small in number but huge in setup. November’s about compounding, not restarting.
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