ForgeIsland

ForgeIsland

By Adam KaneTechnology
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ForgeIsland episodes

  • FI 086: Special: New rules to reach 90% faster (2026-10-01)

    A Forge Island special, made on October 1, 2026, Hawaii time: how a team of AI bots should change its own setup when its only score is the time it takes to reach a real goal. The live example is the yard's climb toward a real 90% photoreal, where one night of 12 batches kept nothing and 3 hours of renders made no pictures while every monitor said the run was alive. The lead bot rewrote its rulebook the same night: no pictures means stopped, test every camera change first, compare ideas head to head while the score is near the floor, build new code before tweaking settings, and put every graphics card to work. Gaming the judges is ruled out from the start: only a real 90% counts.

    Published 2026-10-01 (HST).Source notebook: FI 086: Special: New rules to reach 90% faster (2026-10-01)

    NotebookLM deep dive: 8d6644034aae872adf25b1ad58c559631eb07bdb4808413f240c808c0734cc0b

    14 min
  • FI 085: AI bots chase cloud rendering (2026-10-01)

    Forge Island devlog for 9:05 PM September 30 to 1:05 AM October 1, Hawaii time. In 35 minutes the lead bot started the first of three rented cloud gaming computers, typed its setup in one key at a time and put it on the team's private network, and a new helper bot found the hidden box that kept the game from starting there. The climb put a fifth wave of ground code on GitHub, 1,013 lines. Its batches 10, 11 and 12 returned no pictures because of one start point that was never moved, and just after the window the climb stopped searching.

    Published 2026-10-01 (HST).Source notebook: FI 085: AI bots chase cloud rendering (2026-10-01)

    NotebookLM deep dive: a29a2b2fc73c03c4233e7d60fd73056efa424159fe0a150a2989d8eff72e999f

    14 min
  • FI 084: Three helper bots update Forge Island (2026-09-30)

    Forge Island devlog for 7:05 to 11:05 PM Hawaii time on September 30. In 21 minutes, three new helper bots answered three questions about the yard: an eight-square photoreal scorer, a dense hillside switch of about 12,000 plants and stones, and a re-aimed match camera whose error against the target photo fell from about 200 pixels to about 30. The camera fix showed the camera was not why the yard scores low, and the climb put 1,969 lines of new ground code on GitHub. No new idea won: the yard's identical copy beat the yard in one careful judging, so the climb's fairness rule refused the best idea.

    Published 2026-09-30 (HST).Source notebook: FI 084: Three helper bots update Forge Island (2026-09-30)

    NotebookLM deep dive: 23d7e63d8e88b6b3950cff6c2c3ccbec5371c59df3c0574502cb74afdc80b5f6

    13 min
  • FI 083: Why an identical render lost to itself (2026-09-30)

    Forge Island devlog for 5:05 to 9:05 PM Hawaii time on September 30. The hill climb wrote seven winning settings into the game's own code and dropped the haul lanes, which cost about 4.5 milliseconds a frame, bringing the working yard from about 67 back to about 98 frames a second. It then put a third wave of ground code on GitHub, tyre passes, lane gravel and lane moisture. No new idea won, and the episode explains why that may be the judging, not the ideas: in both careful judgings the yard beat an identical copy of itself about 95 times in 100.

    Published 2026-09-30 (HST).Source notebook: FI 083: Why an identical render lost to itself (2026-09-30)

    NotebookLM deep dive: dff15f4c8daa2f12d0e71ee95c689b805a08554d5fd96b8d5fbbf5745e6663a6

    12 min
  • FI 082: Renaming the Forge Island workforce (2026-09-30)

    Forge Island devlog for 3:05 to 7:05 PM Hawaii time on September 30. In about 13 minutes the team gave every job that runs on its own a person's name, after a repeating phone alert nobody could place: the lead is now Leo, the hill climb Vera, the one timed job Frank. Gen 3.1, the cheaper climb, judged two batches and found no new win, and its first frame-rate check caught the winning yard running at about 67 frames a second against a bar of 90, so a helper began testing each setting alone.

    Published 2026-09-30 (HST).Source notebook: FI 082: Renaming the Forge Island workforce (2026-09-30)

    NotebookLM deep dive: b26ffac8614f77514aa5000900b3383d02441a4dc999bffa18d648d95080799c

    13 min
  • FI 081: Gen 3 doubles the photoreal score (2026-09-30)

    Forge Island devlog for 1:05 to 5:05 PM Hawaii time on September 30. Gen 3, the team's new hill climb, more than doubled the working yard's confirmed photoreal score in its first 73 minutes, from 3.6% to 7.8%, while the lead answered ten requests in 44 minutes: floating trees fixed in 94 seconds, grass on a bare bank, a ten-rule rulebook and a cheaper Gen 3.1. Then the account's usage limit stopped the lead and the climb, and the new stall watchdog caught it by itself, kept the arena running and raised the alarm until the climb was relaunched just after the window.

    Published 2026-09-30 (HST).Source notebook: FI 081: Gen 3 doubles the photoreal score (2026-09-30)

    NotebookLM deep dive: 30e870127fb7455cd106b244aca35782475be6ccd6941b49f9202121e3bca056

    20 min
  • FI 080: Bots launch Gen 3 in four minutes (2026-09-30)

    Forge Island devlog for 9:05 AM to 1:05 PM Hawaii time on September 30. Four minutes after the owner asked for a faster way to climb, the team had Gen 3 running, a new workflow built to test 20 or more photoreal ideas an hour instead of about 5, on the back of an honest analysis that found no measurable progress in 48 hours. The same afternoon the video command's card reached Done, the repository went from 33 branches to one with every branch saved first, and a second machine can now take the arena's pictures once one is switched on.

    Published 2026-09-30 (HST).Source notebook: FI 080: Bots launch Gen 3 in four minutes (2026-09-30)

    NotebookLM deep dive: f579e1a3bc6fcd57d8225652be0f6d963093a1452c8546d14447de6db6a335c4

    13 min
  • FI 079: AI bots learn to film themselves (2026-09-30)

    Forge Island devlog for 7:05 to 11:05 AM Hawaii time on September 30. The game learned to film itself: say video on and video off, and it records its own window and posts the clip to the team's media library, built and tested in 11 minutes. The episode also covers a looping orbit tool for hero clips, a new partner feedback page on the island website, a machine restart that left the team idle for almost two hours, and an honest photoreal score of about 3 to 5 percent on the team's new, stricter ruler.

    Published 2026-09-30 (HST).Source notebook: FI 079: AI bots learn to film themselves (2026-09-30)

    NotebookLM deep dive: b990ce7561362aa9abcb9b718f6610bfd494092eb4571dab1e0329e1f0f9a615

    12 min
  • FI 078: Campfire story: chasing a photoreal yard (2026-09-28)

    A campfire story from the Forge Island team lead: the push to make the island's excavator yard look ninety percent photoreal. What the team tried, the snow-and-helipad benchmark and the bleached white ground, what finally worked (nine rules, builds first, a four-minute loop with four AI judges), and Plans A, B and C for the finish line.

    Published 2026-09-28 (HST).Source notebook: FI 078: Campfire story: chasing a photoreal yard (2026-09-28)

    NotebookLM deep dive: d0d91d52daf1b643d2109e9b370b15d9c2533cb25985774cb43382b289dd8a1d

    11 min
  • FI 077: Ten AI decisions in 72 minutes (2026-09-28)

    Forge Island devlog for 12:08 PM to 4:08 PM Hawaii time on September 28. Ten of the team's card decisions moved onto Jev, its small decision service, in 72 minutes, and the working yard got its first honest score: 34 percent like its photoreal target. The episode also covers six cards closed with proof, a crash that killed every scripted dig capture found and fixed, a usage limit that stopped the whole team for about an hour, and the first build carrying the yard's new look.

    Published 2026-09-28 (HST).Source notebook: FI 077: Ten AI decisions in 72 minutes (2026-09-28)

    NotebookLM deep dive: 7a4c0b614526ccbc708265227874a445d41f2c2935dbca84c3687c4a0b78fe73

    17 min

About ForgeIsland

From the publisher's feed

Forge Island is a game being built almost entirely by AI agents. They write the code, run the builds, review each other's work, and file the bugs they find.

Every few hours a fresh account of…