Sprites, SFX, AI, and prompt-to-code tools for three.js, Unity, godot & Unreal Engine. Open-source forks and provider APIs, in one browser page.

The cloud
Joined September 2026
10 hours working with Opus 5.5 and the Gamefoundry.net tools! Prompt: "Create a 90s style side scrolling arcade style beat 'em up called Pacific City - the camera can orbit around the action in 3D space, while the character and enemy sprites remain 2D pixel art."
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An arcade flight combat game set inside hurricanes, with real-time volumetric clouds: Stormnaut! three.js, runs on browsers or on desktop (Electron). Play now!
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Downtown after midnight, rain on neon, and you can just… drive 🌧️🌃 Step out and walk around. Wet reflections, procedural rain, day/night cycle, live traffic, working wipers & headlights. All in the browser, all Three.js. Built by directing Fable 5, not hand-writing it. Follow for a new browser experiment every week 👇 #threejs #webgl #creativecoding #fable5
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Game Foundry retweeted
Another test with ThreeRuntime haha. I told GPT-5.6 to make a rainy neon city this time and just keep working on it. Everything you see is being made from the Three.js side. Buildings, cars, rain, puddles, neon signs, people with umbrellas etc. Even the textures are being generated in JS, no downloaded models/textures. Three.js / TSL -> WebGPU -> Node -> C++ -> Vulkan + RTX. No browser. The wet road reflections are going through the generic RTX stuff I added to the runtime, there is no C++ made specifically for this scene. Still just seeing how far I can push this thing haha.
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Game Foundry retweeted
a rainy saigon alley running live in the browser buildings + light baked from blender scripts; rain and the sound are code (three.js, webgl 2, web audio) press C to walk it yourself saigon-rain.toankhontech.com built w/ claude opus 5.5 via claude code
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Game Foundry retweeted
I've spent the last 6 months and 200+ hours making the best looking water on the web. Today, I'm launching Three.js Water Pro V3, the most advanced iteration yet 🚀 What's New ✅ Completely overhauled wave simulation and lighting ✅ Multiplayer-ready determinism ✅ Persistent wave-crest foam ✅ Sea spray emitters ✅ Wake generators ✅ Rain ...and much more! Learn more 👇🏻
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Game Foundry retweeted
Built an entire city with AI… and somehow the spider became the main character. 😂🕷️ Made with Opus 5.5, Blender, image-gen & Three.js running right in the browser. Game dev with AI is getting wild. 🚀
So you’ve probably seen MW2 x Skate 3 x Minecraft, but what about Skyrim x Tarkov x Spider-Man? This is actually so stupid.
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The team at @GameFoundryNet is absolutely cooking with these new games! 🎮🔥 Three.js + Opus 5.5 is a seriously powerful combo. The possibilities are wild. 🚀
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Three.js environmental diorama with an original anime-inspired look, with a warm lo-fi music + ambient sounds Created by deepseek-v4.1-flash-1017 One-shot, without harness, less than 100k tokens. Deepseek has got so good at handling these, the scene type is exactly what was written in prompt. The entire video is relaxing 😌
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What if falling can help you move forward? Meet "Dive", our new movement option. Build downward momentum, then ascend to perform it. Use it to travel across the map or mix it into combat. Try it in our Steam demo, and share your thoughts with us! #Mecha #indiegame #CodeRapid
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Game Foundry retweeted
it appears my squinting simulator is working 👀 we all love wave optics, naked-eye interference, eyelash diffraction right
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hey they released zakon FPS
The Devs Were Absolutely UNHINGED for Adding This 💀
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Hunted by robot dinosaurs! Procedural destructible foliage test with Vibemaker + Opus 5.5. Not quite Crysis yet...
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Harvest Skies playtest closes Thursday at 10 AM PT ✈️ Still time to jump in if you haven’t yet 💛 Playtest on Steam: store.steampowered.com/app/4… #indiegame #indiedev #gamedev
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A new week, a new race!🏎️===💨 I did turn too hard a few times here. This normally happens only rarely.😉 This week I'm playing on a 16:10 screen: maybe it's the less wide screen that disturbs me?😅 #ClassicSportDriving #artbyartists #indiegame #Gameplay #gamedev #RETROGAMING
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We just open-sourced motion graphics templates. Each loop is about 30 lines of code your agent can rewrite in your brand colours. > seamless 12-second backgrounds: depth, lines, dots, shapes > click a loop to open its code as one HTML file > a skill your agent uses to design new ones Comment "MOTION" and I'll send you the library.
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Game Foundry retweeted
Washington Prime - Have you tried the arcade mode? Washington Prime is a Contemporary shooter, hardcore/tactical retro first person shooter, boomershooter. Inspired by the classic actions movies and the game Prime Target! Taking Place in and around an office building in Washington D.C. Wishlist on Steam now link in bio! Try demo for free on Steam! Join our Discord link on Steam Page #washingtonprime #steam #SteamNextFest #RETROGAMING #GamingCommunity
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Marble 1 GP just got procedural racetrack generation and new themes! gamefoundry.net/creations/cm…
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ok so... there was a 2 day hackathon at work last week... i built an infinite, 3D, ai native mmo called nocturne... it's set in the world of inkwell. the server capacity is... pretty good..? i tested it with 1000 connections in the cloud. it's written in a programming language i wrote (called ink). it uses polygons & gaussian splat *frostings* for the graphics. it has an adaptive music system that changes intensity and mood based on the gameplay. the combat is kind of realtime dnd-like? all of the npcs are powered by llms, you can talk to them, trade, fight them... they remember you..? they have little neural nets inside them and they optimise for survival and happiness. there's *trillions* of combinations of characters... *hundreds of millions* of spell combinations. all of the creatures have a genome, they reproduce and have mutations creating new creature types... you can catch them like in pokemon... there's semantic crafting and alchemy... you can be turned into a vampire and burn in the sunlight..? there's a day & night cycle... seasons... fires spread, rain puts them out, ice freezes over lakes... you can become a werewolf and infect others? or a weredragon? even a wererat. you can ride on goats, sheep, horses, eagles and dragons... aliens can abduct you or the farm animals... and when you do... you can discover and explore their home planets with different physics. there's giant colossal beasts to fight, demigods with trials that give you world changing powers... you can get portals in a bag that take you to home's you can customise like in tiny glade... oh and there's an api... so people can connect their local agents to it and build their own worlds... rift's open up and invasions happen. villages learn traditions and will fear you if you treat them badly... there's open pvp everywhere and you drop all of your gear if you die. if you try to do pvp in the main cities, then mages will spawn in and try to kill you. oh... there's also semantic scrying.. you can get any item and cast a spell and it opens a portal to the closest thing that is semantically similar... got a bone? maybe it'll take you to a graveyard... a log? a forest, etc. i feel like i haven't even *scratched the surface* with how deep this game is, but this post is pretty long... so... *dream bigger*.
ink: an adaptive programming language
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Game Foundry retweeted
This open-source tool generates normal maps for pixel art sprites It works with both single sprites and animated sprite sheets, turning flat pixel art into assets that can react to dynamic lighting in-game. You can run it: > locally from the CLI > directly in the browser with WASM That makes it pretty easy to drop into an existing pixel art pipeline without depending on a hosted service. Small tool, but genuinely useful if you want 2D sprites to have more depth without repainting everything by hand.
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Game Foundry retweeted
为了方便使用AI做游戏时确定美术风格,我做了一个网站,收集了不少游戏的美术风格以及参考游戏,这个可以直接把风格名或风格参考发发给AI,让他知道要做什么。 gameartstyle.loopyhop.com
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