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
Game Foundry retweeted
More shader slop shadertoy.com/view/73cXWs
🤖 Made with AI
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Game Foundry retweeted
Never. Stop. Kicking.
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Game Foundry retweeted
Some experiments. (--- Dialogue is not accurate, they're currently scattered.)
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A system. A system that launches. Launches rockets. Multiple rockets. A multiple-launch rocket system, if you will.
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Game Foundry retweeted
1 month in and I still haven't left the Claude terminal. All made with opus 5.5 and @threejs The gaming industry is changing. Whether you like it or not.
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three.js and browser based games are the future.. We are still early!
High Speed Pursuit! made entirely in three.js for browser and mobile! Play here: gamefoundry.net/creations/cm…
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Game Foundry retweeted
High Speed Pursuit! made entirely in three.js for browser and mobile! Play here: gamefoundry.net/creations/cm…
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Game Foundry retweeted
take her seat. she takes the street. NULL/POINT. place turrets downtown, fight on foot, then jump in. your anime pilot hops out and covers you. free, play it in your browser: spawn.co/@branthebroke/null-…
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Game Foundry retweeted
@levelsio
@levelsioOct 20
I asked Claude Code to make a new GTA: San Andreas mission where CJ has to vibe code a startup and then raise money from investors in SF
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Game Foundry retweeted
zero-g.andrewblumson.com/ Dev keys in the game. Press 1, 2 or 5 to finish 1st, 2nd, or 5th and jump to this track. AI gaming ain't going nowhere.
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Game Foundry retweeted
Opus 5.5 can generate animated pixel art entirely through code This was made with Claude PXL, a skill that lets models like Opus 5.5, Astra and Sol 6.1 create pixel art without diffusion models or dedicated pixel-art generators. It now supports: > multi-layer parallax > vanishing points > true perspective > animated pixel art > editing existing assets with tool calls So instead of generating a flat sprite and stopping there, the model can work more like it’s using Aseprite or Pixelorama programmatically. That makes pixel-art workflows a lot more interesting for agents, because they can both create and edit assets inside the same pipeline.
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I BUILT A WALKABLE JUNGLE INSIDE YOUR BROWSER every texture and every sound was generated straight from code, nothing was downloaded you walk through it live, the trees, the ground, the ambient noise, all written into the page itself i started from a prompt by Matt Shumer, then told Opus 4.6 to reshape it around what i wanted on top of that i dropped in three.js skill files, which is what pushed the visuals this far the prompt and the full code are hosted right there, so you can open it and walk around yourself
CLAUDE FABLE 5 AND GPT 5.6 SOL WERE ASKED TO BUILD AN ENTIRE MAC OS it drove macOS end to end, opening apps, moving files, filling forms and clicking through settings without one wrong move it runs on Claude computer use, the model that sees the screen and controls the mouse and keyboard the same way you do you give it a plain goal like clean up my downloads and rename every invoice by date it takes a screenshot, picks the next click, does it, then looks again to confirm the screen changed the way it expected that loop keeps going until the task is finished, and it catches its own slips before they turn into a mess Which model made a better job?
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Game Foundry retweeted
The entry barrier for 3D and indie gamedev is gone this entire preview runs fully in the browser and was made without any 3D or coding skills the only things you need to start your own project: 1 - coding & 95% of the work: just a basic $20 Claude sub 2 - 3D assets & animations: Meshy / Tripo (free or paid) + free Sketchfab assets 3 - photo references: GPT image, Nano Banana, etc. 4 - audio & SFX: free ElevenLabs tier or Pixabay Just keep your expectations real: - you can't one-shot a game. it takes hours of step-by-step iteration - it's far from magic. you still have to find and fix tons of tiny bugs along the way the deeper you dive, the more you realize that AI is far from replacing pros, but it's developing exponentially
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Game Foundry retweeted
AI is a mirror. lazy people get lazy results. curious people get superpowers.
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Game Foundry retweeted
Been working on a custom tool for pixel art normal map and luminance mask generation/editing. Thinking of releasing it for free under an open-source license. Would any gamedevs be interested in this?
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Game Foundry retweeted
Archies Grove A lost my dog yesterday, i made this thinking about him and my parents pond.
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Game Foundry retweeted
Realms of Tilt is now live on Wavedash! Four immersive 3D pinball tables. Chase jackpots through haunted halls, ocean depths, neon streets and an ancient tomb. #indiegame #indiedev #halloween wavedash.com/games/realms-of…
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Game Foundry retweeted
KIFS fractal worked surprisingly well here, just keep folding space and hiding symmetry until cloud happens.
I really want to find a way to create puffy clouds/smoke. Ideally in 280 chars or less
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Game Foundry retweeted
Track 2 being worked on.
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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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