🕹️ gamedev | @aritelia3 universe | @playcanvas mentorships | @ElanraStudios

Joined October 2017
We’re doing it with Final Drop, 100-player open-world battle royale, no install, running in the browser. Still early, but this is absolutely achievable on web: final-drop.com Want easy duos with invite links? Jump in on CrazyGames, game published there too.
This is achievable with threejs, why nobody doing it?
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Here’s what “that easy” looks like 4 weeks later: 🐍 8M plays 👥 2M Snapchatters 🔁 110K shares Snake Showdown went from code to live on Snapchat in a day, built with PlayCanvas. One 1 MB zip. No app store, no install.
Snapchat now supports PlayCanvas games! 🎮👻 Introducing @Snapchat Web Lenses. Build a game with web tech, zip it up and publish it straight into Snapchat as a Lens. Here's what you need to know 🧵
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It's really that easy.
Snapchat now supports PlayCanvas games! 🎮👻 Introducing @Snapchat Web Lenses. Build a game with web tech, zip it up and publish it straight into Snapchat as a Lens. Here's what you need to know 🧵
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🐍 I built a snake battle game with PlayCanvas and shipped it as a Snapchat Lens. Since launch on 26 Sep: 1.6M plays from nearly half a million players. Play links in the reply.
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This is the way! I had an agent create an always on service on my main workstation, that connects to all my current/old devices like a personal cloud. At any point any agent can pick and reserve a device to run any kind of tests on it. It's hilarious watching them wake!
I have gotten good results by plugging in the target device (an old mali mobile in my case) and instructing opus/fable to measure everything. Given total control of the device this way, it can search solution space freely and validate results and performance itself. It has even implemented completely novel rendering techniques for gaussian splatting...
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This really useful to understand better when to use low vs max effort in Claude.
What is effort really? When do you change it it and why not just use max effort for everything? I dove deep into this problem, looking into evals and doing my own tests and I was quite surprised by the results.
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Leonidas Maliokas retweeted
Water shaders seem to be a thing. Here's a nice @playcanvas spectral one with caustics. marklundin.github.io/water/
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Vertex animation textures, at last!!!
🚀 PlayCanvas Engine 2.22.0 is out! Your free and open source web graphics engine 🌥️ Volumetric fog shafts + local lights 🧱 Parallax mapping 🪓 Vertex animation textures 🔮 Gaussian splat depth effects ⚡️ Heaps of optimizations Get started today: npm install playcanvas [1 / 2]
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Leonidas Maliokas retweeted
The Orynth Game Cup has officially come to an end. 🏆 The winners of the Game Cup are... 🥁 🥁🥁 🥁🥁🥁 🥁🥁🥁🥁 🥁🥁🥁🥁🥁 🥁🥁🥁🥁🥁🥁 🥁🥁🥁🥁🥁🥁🥁 🥁🥁🥁🥁🥁🥁🥁🥁 🥇 1st PLACE — $4,000 Lumena by @lumenagg 🥈 2nd PLACE — $2,500 Final Drop by @PlayingInCanvas 🥉 3rd PLACE — $1,500 by Smash & Clash by @HarshitKhemani And there’s more… ⚡ Lumena also takes home the $2,000 Volume Champion award for generating the most trading volume. Huge congratulations to the winners and to every builder who participated.
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Leonidas Maliokas retweeted
There is a new physics joint component in @playcanvas. No robots were harmed in the making of this video. 🤖
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Can't believe this prototype was 4 years ago!
✨I wish this place was real ✨ ➡️🗺️ Visit this island live, here: aritelia.io/play/?island=0_1 🏝️ @Aritelia3 Created with @SolarGames3 Uranus tools for @playcanvas #webgl #indiedeveloper #gamedev #gamedesign #IndieGameDev #indiegames #Metaverse #metaverseproject #metaversegame
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Leonidas Maliokas retweeted
👀🕊️
Using some @Aritelia3 assets in Uranus Tools SDK. This world was created in ~2 hours in @playcanvas! ⏱️ ✅ Real time day cycle, reflective/refractive water ✅ ~100 draw calls! ✅ Fully interactive ➡️ accurate colliders 🔜 live demo! #screenshotsaturday #gamedev #webgl #html5
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Leonidas Maliokas retweeted
👀
The render surface script included in the Uranus Tools SDK can be used on regular UI elements to render a top down map on demand. Here rendering some nice game maps 🗺️ The fog effect isn't added separately, it's the actual in game fog! @playcanvas #metaverse #gamedev #webgl #js
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Nowhere near 99K yet, but Final Drop is currently running 8K networked entities directly in the browser. Different constraints, still a fun milestone 😅 xitter.cf/PlayingInCanvas/status…
Fun Video Game Fact: The Overworld in Order of the Sinking Star has 99,154 entities (and this continues to rise as we keep arting it up.) xitter.cf/KenneyNL/status/206971…
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My X account was compromised and used to post a crypto/token endorsement. I did not authorize or endorse that project. Please do not click any links from those posts.
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I’d love your insight on what we are building @SebAaltonen! Maybe another fun to play shooter at the office.
We’re doing it with Final Drop, 100-player open-world battle royale, no install, running in the browser. Still early, but this is absolutely achievable on web: final-drop.com Want easy duos with invite links? Jump in on CrazyGames, game published there too.
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Final Drop’s island full day/night cycle. 100-player browser battle royale: drop in, loot fast, build cover, survive the zone. Fast, Classic, and Practice modes are live in soft launch. Play now: final-drop.com
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Final Drop’s island full day/night cycle. 100-player browser battle royale: drop in, loot fast, build cover, survive the zone. Fast, Classic, and Practice modes are live in soft launch. Play now: final-drop.com
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