Game Foundry retweeted
This looks so real wtf
Someone just built an entire Unreal Engine scene from scratch in 5 hours using Opus 5.5 and Tripo AI
And They barely knew anything about 3D or Unreal Engine before this
Opus handled the workflow, Tripo AI generated the 3D models, Something that'll take days before
Now I understand why some developers hate AI ð
Game Foundry retweeted
orcs v0.1.1 is out ð github.com/lok-i/orcs
ð§ perceptive whole-body locomotion task on EgoHTR: one adapted policy for rocky climbs and window crossing
ð ïž agentic UMR retargeting skill: leave frame-wise notes; your agent revises the reference
Game Foundry retweeted
Another visual update!
Thanks for all the feedback and suggestions. I think it's finally time to stop tweaking the visuals. ð
Today's buzzwords: Depth-based shading, distance-based specular attenuation, volumetric dust, sun shafts, color grading, SSAO, anti-aliasing, decals...
#gamedev #indiedev #threejs
Game Foundry retweeted
I did some world building for this game. I have no idea what this game will end up becoming, but I'm enjoying the journey so far.
I'm just letting my imagination take me along for the ride. I do know it's probably going to be about souls trapped in physical vessels and its up to you to free them.
Vibe coded on @kaigen3d engine.
claude watched its own game and fixed what looked fake
â those lines in the sky were birds with a wing bug. now they fly
â the waterfall pool is clear green now, with foam only where the water lands
â the hard line across the waterfall is gone
â the first load went from 16 seconds to 8
still fixing things. same link, still free to play
Game Foundry retweeted
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M a g n u m | #Retro
You can get the assets here
gamebanana.com/models/5887
gamebanana.com/tools/24690
Part 2: weapons ð¥ Rockets punch real holes, lasers burn through the metal, doors tear off with the holes still in them. Same soft-body physics on @threejs + Rapier. #threejs #gamedev
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Game Foundry retweeted
How to make *good* pixel art effects with Claude:
spritefusion.com/blog/how-toâŠ
Game Foundry retweeted
Developer Toyojiro shared a brilliant climbing system prototype, allowing characters to scale overhangs and complex geometry seamlessly.
#UnrealEngine5 #UE5 #GameDev #IndieDev #TechArt
Game Foundry retweeted
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Game Foundry retweeted
A little over a month in and I still haven't looked at the code. Opus 5.5 and three.js
We're getting there
Game Foundry retweeted
Iâve been working on air support in Ebbtide. Hereâs a closer look at the aircraft, their roles, and the choices you make when calling them in.
⢠F-35: Air-to-ground missile strikes.
⢠F-15: Large-scale bombing.
⢠F/A-18: A versatile all-rounder.
⢠A-10: Close air support, with more improvements in this update.
The AC-130 and MQ-9 are in action too. Iâve also included a look at changing loadouts aboard the carrier and using napalm against the hordes.
You can pause to plan your attacks, then resume the action or speed things up to 4x.
Which aircraft would you call in first?
Early development footage.
#indiegame #gamedev
Game Foundry retweeted
I have two of my cursed weapons functioning in this Godot experimentation I've been working on the last couple weeks now. The BiC RPG-7 works like a charm! I animated the reloads myself, you can see the blender preview at the end.
Viewmodel animation is something I silently practiced in front of Call of Duty loading screens for many years, which is why my reload vids hit for so many. Now I need to finally actually start animating consistently to get better.
Will continually post when other abominations in my weapon library are implemented. Thinking of doing the whoopee cushion land mine next... ð€























