Husband. Father. Builder. I collect ideas, learn obsessively, and build weird, sometimes beautiful things. https://xitter.cf/t.co/Fo3zoNVnrI Hello! 👋

USA
Joined November 2017
DYSTOPIA is live 🌧 A rain-soaked noir cyber-city you can drive, fly and explore, running right in your browser on WebGPU. No install, no download. ▶ dystopia-noir.netlify.app ━━ WHAT YOU DO ━━ You patrol in SABLE, a flying spinner with a full first or 3rd person cockpit. Drive it, fly it, park it at the curb. Then launch KITE, your drone, for the close-ups and exploration. The drone scanner identifies nearly everything: sky cars (plate, pilot, passengers), robots (operator, task, firmware), buildings (floors, tenants), shops, traffic signals, trains, trees. ━━ THE CITY ━━ Fully procedural and streamed in around you as you fly, 4 km across. Eight districts, each with its own street life: Downtown · The Spires · Kabuki Neon Market · The Stacks · the Interchange · Southern Freight · Canal Ward · Black Harbour • Fly KITE up to a lit window and the painted interior becomes a live 3D room, with floor plans that actually fit the building • Fly straight in through the door of Kowalski's bar or The Carlyle hotel lobby: real interiors inside real buildings, no loading screens • Sky traffic flies in lanes. Buses pull into SKY-STOP platforms, taxis drop at lit entrances, vans at loading hatches, MPD cruisers pull cars over, and none of it blocks the lane behind • On the ground, androids and a robotic road fleet obey signals and queue at junctions: refuse trucks lift kerbside bins, heavy crawlers move with escort drones • Freight trains with working level crossings, and a port with working cranes ━━ THE LOOK ━━ Think 5th Element meets Sin City. Low-key black night, form defined by light, rain on everything. A cinematic grade plus a graphic-novel noir mode (paper whites, rare color). Wet streets, street-lamp haze, close-range shadows, and nothing pops: every LOD change is a dithered crossfade. ━━ UNDER THE HOOD ━━ • three.js r186 · WebGPURenderer · TSL node shaders • Rapier physics · Vite · TypeScript • Deterministic generation: every city block is a pure function of (i, j, seed), built in Web Workers and streamed in tiers (massing → detail → physics → wet) • ~630 render pipelines compiled up front: 0 shader compiles after boot, so no in-game hitching ━━ STILL a WIP ━━ The plan is to continue pushing the details and finish explorable interiors (there are a few already) of all buildings and then finalize the game side. Best on desktop Chrome or Edge with a dedicated GPU (WebGPU required). Everything preloads up front so nothing hitches in game, so give it a minute to boot. #threejs #WebGPU #gamedev #indiedev #cyberpunk #noir #procedural #creativecoding #Claude (#Opus 5.5) @guidorosso @RyanSael 👀
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Visit to a palace
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...getting there on the 2.9M rooms LOL. its all coming together... weekend is here! LFG!!!!
DYSTOPIA major update 🌃 A fully procedural noir island built with Opus 5.5 and three.js WebGPU + TSL. 42 km². 37,491 buildings. 2.9 million rooms! And a tiny micro-drone named WREN that can fly into almost all of them. (HINT: hit F, then hit G to fly WREN (the mini drone) . What's new: -Houses, shops, apartments, offices, lobbies, and hotels are now furnished using real-world inventories. -Every window actually shows the room behind it. -WREN can slip through vents, windows, and letterboxes, explore inside, and find its own way back out (camera is bad but being fixed). (HINT: Hit F, then click on a building (you'll see the access points), then Hit G and fly the micro drone in to explore.) -SABLE has been completely rebuilt as a showpiece. -Major performance improvements with zero visual downgrades (more of this still coming) Now for the fun part (continued fun...). 😅 When you procedurally generate 2.9 million rooms, things are bound to get a little weird. Right now, roughly 1 in 3/4 rooms has something wrong with it. Go gentle in the comments please, she's still a WIP. Walls you can see through from one side. Floors flickering because two slabs occupy the same space. Seven power outlets stacked on top of each other. A sofa staring at a wall while the TV points somewhere else....a staircase leading directly into the ceiling. Some truly cursed architecture. 😂 But the solution isn't to go around fixing millions of rooms individually. I'm reworking how the buildings are generated from the ground up. More like how an actual architect would approach it: structure and stair/elevator cores first, then corridors, individual units, and finally rooms. The exterior facades will follow the actual interior floor plans instead of the other way around. (Spend usage and learn I guess LOL) I'm also building an automated "building inspector" to catch structural issues, bad door swings, one-sided walls, overlapping objects, and duplicate placements as this is starting to get way more serious than when I started out. On top of that, WREN will run GPU-assisted visual inspections through tens of thousands of rooms to help identify and eliminate defects. Each room will also get baked lighting. The goal is simple: millions of unique, believable, explorable rooms without manually building a single one. Should get there by middle of next week if all goes well . 🤯 And then I'm going to hide some real LOOT and we will see who finds it. 👀 #DYSTOPIA #THREEJS #ClaudeCode #indiedev 🪙🪎
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cryptomanavan ☀️ retweeted
Your work is awesome. You're doing a great job. Be proud of yourself. Please keep going. You're only going to get even better! 💪💜
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cryptomanavan ☀️ retweeted
how a car differential works, 2026: sael.net/diff -- made with opus 5.5 and threejs
How a car differential works, 1937
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cryptomanavan ☀️ retweeted
Kids wanted to help with my work. The work:
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cryptomanavan ☀️ retweeted
This was supposed to be just grass. Hard to know when to stop 💀
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cryptomanavan ☀️ retweeted
as a man, you can grind for years with nothing to show. family thinks you're crazy. you'll lose your friends. then one year everything explodes. keep going, it's just a matter of time.
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cryptomanavan ☀️ retweeted
Spent a bunch of tokens over the last few weeks building a fully procedural New York simulation. mrdoob.github.io/slop-newyor… It's only 784KB gzipped and the code is on github, so you can do whatever you want with it ✌️
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cryptomanavan ☀️ retweeted
I built Angelo because AI + Blender over MCP kept slowing my team down: 3 model rounds per edit, and an agent coding blind. So I put the agent inside Blender. It turned out everyone had this problem. 2.4× faster on everyday edits, at 51% of the cost. Free & open source, Mac + Windows. angelo.studio
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cryptomanavan ☀️ retweeted
Real-time destruction in Unreal Engine with the R.A.P - Radial Antigravity Penetrator™⭕
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Light 'em up! Water wake and spray with the lights on—almost exactly where I want it. #DYSTOPIA
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DYSTOPIA major update 🌃 A fully procedural noir island built with Opus 5.5 and three.js WebGPU + TSL. 42 km². 37,491 buildings. 2.9 million rooms! And a tiny micro-drone named WREN that can fly into almost all of them. (HINT: hit F, then hit G to fly WREN (the mini drone) . What's new: -Houses, shops, apartments, offices, lobbies, and hotels are now furnished using real-world inventories. -Every window actually shows the room behind it. -WREN can slip through vents, windows, and letterboxes, explore inside, and find its own way back out (camera is bad but being fixed). (HINT: Hit F, then click on a building (you'll see the access points), then Hit G and fly the micro drone in to explore.) -SABLE has been completely rebuilt as a showpiece. -Major performance improvements with zero visual downgrades (more of this still coming) Now for the fun part (continued fun...). 😅 When you procedurally generate 2.9 million rooms, things are bound to get a little weird. Right now, roughly 1 in 3/4 rooms has something wrong with it. Go gentle in the comments please, she's still a WIP. Walls you can see through from one side. Floors flickering because two slabs occupy the same space. Seven power outlets stacked on top of each other. A sofa staring at a wall while the TV points somewhere else....a staircase leading directly into the ceiling. Some truly cursed architecture. 😂 But the solution isn't to go around fixing millions of rooms individually. I'm reworking how the buildings are generated from the ground up. More like how an actual architect would approach it: structure and stair/elevator cores first, then corridors, individual units, and finally rooms. The exterior facades will follow the actual interior floor plans instead of the other way around. (Spend usage and learn I guess LOL) I'm also building an automated "building inspector" to catch structural issues, bad door swings, one-sided walls, overlapping objects, and duplicate placements as this is starting to get way more serious than when I started out. On top of that, WREN will run GPU-assisted visual inspections through tens of thousands of rooms to help identify and eliminate defects. Each room will also get baked lighting. The goal is simple: millions of unique, believable, explorable rooms without manually building a single one. Should get there by middle of next week if all goes well . 🤯 And then I'm going to hide some real LOOT and we will see who finds it. 👀 #DYSTOPIA #THREEJS #ClaudeCode #indiedev 🪙🪎
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cryptomanavan ☀️ retweeted
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cryptomanavan ☀️ retweeted
Could you take this on?
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Won first place in the Gossip Goblin GenJam in San Francisco We received assets from the upcoming Gossip Goblin project on the day of the competition and had an extremely short time to put together a story , competing alongside a room full of talented creators. lots of fun! @minhsmind
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cryptomanavan ☀️ retweeted
Action movies will never be the same again. 4K YT youtu.be/sdrXQxekfX8
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cryptomanavan ☀️ retweeted
turned a blender scene into a point cloud rendered in three.js claude rendered it from 264 angles, turned every pixel into a 3D point, and three.js moves them as particles. inspired by the gaussian splat look. probably not the best way to do it, but i like the result
made a music visualiser for a friend's song. built in blender, rendered in three.js full video on youtube: youtu.be/O7Tqpq1VMy0
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Correction: I misspoke earlier—it’s 30,000+ buildings, not rooms. We’re actually looking at over 1.5 million total explorable rooms. For context, the city spans over 8km at its widest point, featuring 100+ story skyscrapers with 5,000+/- rooms each. This is shaping up to be absolutely massive! 🔥🪎🪙
I’m running a bit behind on the project for this evenings update, but we’re getting close. I decided to go big—the city will feature at least 30,000 explorable rooms. Definitely a heavy lift, but it’s coming together and almost there (and working haha!). Did some swaps on wrecked cars too for the flying ones complete with landing sequence and gear + take off. The whole city is really coming to life in its own dystopian way. The best is still yet to come. Also, I'll add that I am having an absolute blast making this and to everyone who has replied or commented, complimented or critiqued thus far in the last few weeks that I have been working on this... I THANK YOU 🙏. #DYSTOPIA
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