TW Farms Technologies Ltd
Development
Development journals from TW Farms Technologies Ltd: practical evidence, experiments and progress across Farm Forge, Mini Forge and AI Workshop.
From the workbench
The original journals remain available at their established URLs. Entries record the work at the time they were written, including historical game-specific experiments. Older Mini Forge private notes were removed with the public studio cut; the Mini Forge journal starts again from the rebuild entry.
Mini Forge ·
Rebuilding in Public After the Private Cut
The public Mini Forge studio and its old journal were taken offline with the private cut. The product continues in private beta. This page is the public front door again: honest about what is live, quiet about what is not.
Read the entry →Farm Forge / AI Workshop ·
Unreal at the Centre: Exporters Out, NVIDIA Alongside
Farm Forge’s product path is locked: Unreal Engine for world authoring, exporters into other programmes when work needs to travel, and the NVIDIA Inception / OpenUSD commitment as part of the stack — not a side note. Madison stays the proving ground.
Read the entry →Farm Forge / AI Workshop ·
Farm Forge: A New Direction, and Real-World Terrain in Unreal
Farm Forge is now an independent, AI-led world studio built on Unreal Engine, with A.U.R.O.R.A. as the first point of contact. This week also produced the first real-world terrain pipeline: real elevation, real roads and rule-placed trees, built into an explorable Unreal scene.
Read the entry →Farm Forge / AI Workshop ·
Aurora Vale: Real Terrain, Native Soil Encoding and Release Gates
The latest 3–5 October engineering record: EA elevation and OS roads, constrained earthworks, connected water, traffic, pixel-exact soil/grid compilation, native PDA rendering, local repairs and a hashed test package with acceptance still open.
Read the entry →Farm Forge / AI Workshop ·
Brazil 8192: A Reproducible Blank Terrain Authoring Base
5 October authoring-template work: an 8.192 km red-soil canvas, 2 m height sampling, empty 16,384-square density maps, overwrite protection and recorded native compilation limits.
Read the entry →Farm Forge / AI Workshop ·
MAP-MODDER: A Guarded Native Editor and MCP Toolbox
Reusable authoring work from 3–5 October: guarded JSON-lines editor control, native sculpt/paint/save demonstrations, MCP transport, clean scene rendering, geographic tool registration and preservation checks.
Read the entry →Farm Forge / AI Workshop ·
Aurora Vale: Building and Testing the First Playable Systems
The 3 October Aurora engineering record: original countryside authoring, native assets, missing-placeable diagnosis, husbandry, harvest, loaded bridge crossings and an actual grain sale. Later geography changes require renewed acceptance.
Read the entry →Farm Forge / AI Workshop ·
Fox Farms 4X: Conversion Engineering and Runtime Evidence
Engineering record for 30 September–1 October: dependency migration, field geometry, crop and production integration, native map artwork, and the limits of the Fox Farms runtime checks.
Read the entry →Farm Forge / AI Workshop ·
Turning the Workshop Into a Working System
The experimental stretch has done its job. R.I.L.E.Y. is now a local system we can work with, and Farm Forge is being gathered into one project. This is the engineering view of that change. Madison is still the first place any of it has to prove useful.
Read the entry →Farm Forge / AI Workshop ·
Farm Forge Becomes Priority One
Madison becomes the proving ground for Farm Forge. A clearer focus, a rebuilt local AI setup, and one practical next milestone: a road that belongs to the terrain.
Read the entry →