Game Foundry retweeted
Scissor doors, gull-wing doors, sliding cargo doors.
Sci-Fi Vehicles in Three.js: opening canopies, steering, spinning wheels, rotors and landing gear. Named joints stay in the delivered GLBs.
Game Foundry retweeted
This isn't an anime still. It's running live in your browser. Three.js, hand-tuned cel shader, drag to look around.
you can feel the warmth of the sun on your face.. and coziness of asian alleys
ignore the weird running lady
Game Foundry retweeted
New deathmatch mode added in my ufo simulator, fight with 100s of other ufos. Tools used - opus 5.5, blender, blendkit
play here on area51.ysuriadesign.co/?dm
Game Foundry retweeted
Everyone's using Claude Opus 5.5 to build entire worlds in #threejs.
I spent 7 days on a single human eye.
No textures. No 3D models. No photos. Just math, light and ~400 parameters.
Sound on 🔊 Link below 👇
Game Foundry retweeted
Try it in your browser (sound on): random-eyes.vercel.app/
Light refracts through both surfaces of the cornea before it reaches the iris, so the iris shifts as you orbit around it, like in a real eye.
No parallax map to fake it.
Game Foundry retweeted
This is insane! I got opus 5.5 to create a blockout of a village in blender, then I used FLUX 3 Klein + Fibo 2 to texture the whole map! We pick 128 views around the map and get the image model to texture gray areas, then we project the image onto the blockout. Open source here - github.com/Patch-gg/trompe
Game Foundry retweeted
Our upcoming title aims to encapsulate the Manga/Anime art style of Akira and Ghost in the Shell, while using the open-world multiplayer tech we have been building for the last 5 years.
espionindustries.net
Game Foundry retweeted
30 days with Opus 5.5, 227 commits and Blender MCP turned into an actual game headed for Steam.
I Just Wanted to Fish is being built in Unity, but the interesting part is the 3D workflow.
Most of what you see was created by Opus 5.5 through Blender MCP, including the animations.
The workflow goes pretty deep:
> Opus 5.5 + Blender MCP for most 3D models
> Blender MCP for all animations
> Unity for the game
> `CLAUDE.md` to maintain a consistent art style
> consistent visual references for asset generation
> usually 3–4 iterations before an asset is right
Opus 5.5 even wrote a custom tool for creating difficult hand poses in Unity, which are then used for animations like holding a fishing rod or making a fist.
The audio is one of the few parts that isn't AI-generated. It's recorded manually or sourced from free libraries.
All of this after just 30 days and 227 commits.
This is getting way beyond “AI made me a prototype.”
Still working on this... 🤓
Published 1.19 with improved light support.
chromewebstore.google.com/de…
Game Foundry retweeted
Been working on this. 16km² in the browser: Three.js/WebGPU, voxel baking, cached HLOD, paged GPU uploads + stale-job cancellation.
Live day/night walk. Still sorting streaming hitches.
Try it: samg-coder.github.io/BakedVo…
Code: github.com/SamG-Coder/BakedV…
Game Foundry retweeted
Fracture Labs is expanding. 30+ games in traditional & web3 gaming.
Keep up to date:
xitter.cf/gamefoundrynet
xitter.cf/gamingsznHQ
xitter.cf/esp_industries
xitter.cf/neoncarnagetv
Game Foundry retweeted
Nice fight with Dave...
...until the last turn!😅
(full video on YouTube)
Weekend race, #ClassicSportDriving
#artbyartists #indiegame
#Gameplay #showmeSunday #gamedev #RETROGAMING #racinggame





















