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.
Replying to @worksalt
I give you permission to repurpose this if you so choose, I have not opened source it yet cause it’s not done… hoping by the middle of the week next week everything will be dialed to where I want it!
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
Replying to @livinginduality
there will be robberies.... there will be a search.
cryptomanavan ☀️ retweeted
Real-time destruction in Unreal Engine with the R.A.P - Radial Antigravity Penetrator™⭕
Light 'em up! Water wake and spray with the lights on—almost exactly where I want it. #DYSTOPIA
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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