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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Our upcoming title aims to encapsulate the Manga/Anime art style of Akira and Ghost in the Shell, while using the open-world multiplayer tech we have been building for the last 5 years. espionindustries.net
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30 days with Opus 5.5, 227 commits and Blender MCP turned into an actual game headed for Steam. I Just Wanted to Fish is being built in Unity, but the interesting part is the 3D workflow. Most of what you see was created by Opus 5.5 through Blender MCP, including the animations. The workflow goes pretty deep: > Opus 5.5 + Blender MCP for most 3D models > Blender MCP for all animations > Unity for the game > `CLAUDE.md` to maintain a consistent art style > consistent visual references for asset generation > usually 3–4 iterations before an asset is right Opus 5.5 even wrote a custom tool for creating difficult hand poses in Unity, which are then used for animations like holding a fishing rod or making a fist. The audio is one of the few parts that isn't AI-generated. It's recorded manually or sourced from free libraries. All of this after just 30 days and 227 commits. This is getting way beyond “AI made me a prototype.”
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Still working on this... 🤓 Published 1.19 with improved light support. chromewebstore.google.com/de…
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Been working on this. 16km² in the browser: Three.js/WebGPU, voxel baking, cached HLOD, paged GPU uploads + stale-job cancellation. Live day/night walk. Still sorting streaming hitches. Try it: samg-coder.github.io/BakedVo… Code: github.com/SamG-Coder/BakedV…
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Fracture Labs is expanding. 30+ games in traditional & web3 gaming. Keep up to date: xitter.cf/gamefoundrynet xitter.cf/gamingsznHQ xitter.cf/esp_industries xitter.cf/neoncarnagetv
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100x100 Rubik's Cube
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playing around with radiance cascades + ps1-like rendering with webgpu
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“Gods don’t kneel"
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Nice fight with Dave... ...until the last turn!😅 (full video on YouTube) Weekend race, #ClassicSportDriving #artbyartists #indiegame #Gameplay #showmeSunday #gamedev #RETROGAMING #racinggame
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Cloud Paint V2 is now available! Cloud Paint V2 introduces a brand-new cloud generation system and a large library of procedural assets — giving you a completely different stylized cloud workflow alongside the original painterly tools. superhivemarket.com/products…
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一切Blender触らずにClaudeで操作して作ったVJ的な映像のテスト。 コンプはせずに、背景モーションもblender内で作って全部まとめてEeveeでレンダリング。 指示を明確にして小分けにFB出せば結構イメージ通りになってくるし、趣味の悪さもそのまま出てくる笑
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I can't get over how fun these bouncy wires are with bundles
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Adicionei um aviãozinho agora no tinygyn.com. Tenta lá. Repare bem na sombra dele na cidade👀.
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Curious on how Claude thinks through game development independently? Check out this "devlog" I have it make in the replies Opus 5.5 has been working on this game for 32 hours straight with 15-27 subagents at any given time in this latest "turn". Still many bugs to figure out, but I'm so excited to release this soon.
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一个人开发一款 3D 游戏,可能很快就不需要自己制作角色模型了。 Atlas 刚展示了一条很有意思的 AI 工作流。 先用 Flux 3 生成角色概念图,Tripo 3.1 生成高精度 3D 模型,再由 Blender Agent 优化模型、Atlas 自动绑定骨骼和制作动画,最后导入 Unreal Engine,连披风的布料物理效果都加上了。 最让我感兴趣的是骨骼绑定。 以前 AI 能生成漂亮的 3D 角色,但要让它真正跑起来、做动作,仍然需要大量人工处理。现在连手指关节都开始自动生成了。 演示中的动作还有些生硬,脚底滑动和穿模问题也没完全解决。 但我觉得这条路线很值得关注。 当 AI 可以批量生成游戏角色、场景、道具,再加上越来越成熟的 AI 编程工具,独立游戏开发的门槛可能会下降得比我们想象中更快。 未来最稀缺的,也许不再是把游戏做出来的技术,而是真正好玩的游戏创意。 回复有中有完整工作流地址。
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30 days of Claude Opus 5.5 and 227 commits. Here's what I was able to build.
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Just a swamp in threejs made with gpt 6 Astra
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Tree generator - WebGPU * reworked skinning to be more physically accurate * added stubs and knots * added roots * minor improvements to branch and leaf placement - better adherence to tree biomechanics And yes, the tree is rigged and skinned and the animation is 100% procedural from the real-time fluid sim
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Les Espaces du Sommeil
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