play.fun retweeted
I had Fable build another thing I always wanted, a full procedural fantasy kingdom generator with economics, trade routes, population growth, wars, lineages, and occasional dragons. First, I worked with it on a plan, then it made it.
You can play it here: annals-kingdom.netlify.app/
play.fun retweeted
Three.js + LEGO + procedural terrain = A LEGO world you can fly through ✈️
I joined the Three.js Journey challenge and honestly had a great time building this project.
live: lego-stylized-nature.vercel.…
github: github.com/hexianWeb/lego-st…
#threejsJourney #webgpu #threejs #createive
play.fun retweeted
YA NO ES VERDAD QUE "LA IA NO PUEDE HACER JUEGOS 3D
Acaban de sacar GAME BLOCKS, una librería open-source (Three.js) que le da a los agentes de IA un set de componentes 3D verificados.
En vez de pedirle a Codex/Claude que genere lógica 3D desde cero (y que falle), le das componentes probados de:
- Movimiento
- Colisiones
- Física
- Cámara
- etc.
Resultado: la IA ensambla juegos 3D que realmente funcionan.
El video de arriba muestra decenas de prototipos generados con esta aproximación.
Esto cambia el juego para prototipado rápido con IA.
Repo y más info en comentarios
every game on play.fun launches with its own coin. that coin is the game's economy: the community plays, trades, and grows it.
% trading fees go to the dev.
THIS GUY SHOWED HOW HIS BROTHER MAKES $15,000 A MONTH MAKING ROBLOX GAMES WITH CLAUDE, WITHOUT WRITING A SINGLE LINE OF CODE HIMSELF
No dev team. No publisher. No computer science degree. Just a $20 Claude subscription and the Roblox Studio game engine.
He doesn't write code by hand or build game logic manually. Instead, Claude acts as his personal programmer.
Here is how the system works: he types what he wants in plain text: "create a script for a leaderboard" or "write a coin saving system" → Claude generates a ready-to-use piece of Lua code → he copies and pastes it directly into Roblox Studio → the game gets packed with mechanics.
And if something breaks, he just drops the error into the chat, and Claude provides detailed instructions, a list of fixes, and the corrected code. What would take a beginner weeks of studying documentation gets done in mere hours.
The money here doesn't come from subscriptions but from inside the game: players buy in-game items, passes, and cosmetics with Robux -> Roblox's currency. The creator then officially exchanges the accumulated Robux for real money through the Roblox Developer Exchange program.
He simply describes the kind of game he wants. Everything else -> from the very first line of Lua to a working game mechanic -> is handled by AI.
What do you think Claude Fable is capable of and how much money can he make you?
what are you shipping tomorrow?
sonnet 5 out too.
Claude Fable 5 will be available again globally tomorrow.
After a series of productive conversations with the US government, we're redeploying the model with a new set of classifiers to target and block more cybersecurity tasks. In the near term, some routine tasks like coding and debugging will fall back to Opus 4.8. We’ll continue to refine these classifiers over the coming weeks to reduce false positives and better distinguish genuine misuse from legitimate requests.
We’ve also begun drafting a consensus framework—with Amazon, Microsoft, Google, and other Glasswing partners—for assessing the severity of AI jailbreaks and how AI developers should respond to them. We invite other industry partners and model providers to join us in this effort.
Finally, we’re scaling up our collaboration with the US government on model testing and safeguards. This will include pre-release access to models and safeguards for evaluation, information sharing on jailbreaks and misuse, and dedicated resources for joint research.
Thank you to our users for your patience, and to our partners across the government, industry, and the research community who worked alongside us to make Fable 5 available again.
Read our full blog: anthropic.com/news/redeployi…
play.fun retweeted
Seedance 2.0 is insane.
Blender previs is having a moment in AI filmmaking for a reason.
I wanted to see how far I could push the workflow beyond a simple camera move in an ambush scene.
The workflow:
1. Make a start image in Midjourney
2. Block it out in Blender, animate the camera
3. Feed both to Seedance
The more I test this pipeline, the more convinced I am that hybrid pipelines are the future. The conversation is moving fast but previs is one of the clearest unlocks so far.
Seedance still isn't perfect at matching the reference but it's close.
You can experiment with staging, timing, and camera movement before you ever touch the video model.
Solve the scene before you generate the shot.
play.fun retweeted
v0.2.0 for @threejs Awesome Graphics Agent Skills is out
npx threejs-awesome-graphics-agent-skills@latest install --agent codex
I added 5 more examples based on 5 open source projects i saw on X with awesome graphics:
- @sabosugi lava planet surface
- @andreeliasdev stylized grass
- @chirovisuals clear water ocean
- @DallaPozzaG stylized ocean above/below
- @jeantimex interactive water volume
Thank you for your awesome creations!
play.fun retweeted
Have overhauled and just pushed an updated tutorial sequence in Waypoint.
Current & future Captains will be greeted by the upgraded Ship AI & Tutorial on next logins!
Another TY to @InOneProjects for testing feedback.
Waypoint.shinythings.space
I'd love to hear yours too! 🤝⤵️
play.fun retweeted
Adding some mobility to my threejs playground, almost got everything off the main thread.
It's deployed now 🔗👇
play.fun retweeted
I vibe coded a Streets of Rage beat em' up game with AI
It goes further than most other videos as it includes
→ Destructibles
→ Weapons
→ VFX
→ Boss Fights
EVERYTHING was made with AI tools:
→ code
→ sprites
→ animations
→ sfx
→ bgm
Here's my complete tutorial 👇
00:00 Intro
01:22 Key Features
02:39 Project Setup
03:40 Step 1: Set the context
10:30 Step 2: Generating character sprites
15:34 Step 3: Start & End Frames
16:26 Step 4: Character Gym
16:57 Step 5: Creating the level and editor
18:14 Step 6: Waves of enemies
20:15 Step 7: Boss Fights
21:56 Step 8: Weapon Ppickups
23:19 Step 9: Visual Effects
24:18 Step 10: UI and HUD
25:17 Step 11: Destructible Props
26:21 Step 12: Sound & Music
27:15 Step 13: Enemy AI
28:08 Wrap Up
play.fun retweeted
GM.
5 Transforming Robots.
Each with 3 forms.
1 Battlebot style betting game on the way.
Who would you play?
DAY 15 OF VIBECODING WHATEVER TF with @jxkedevs
yep, it’s been more than 15 days, maybe even more since this game development started. i was just posting from the backlog
good progress here. we’re refining colliders for obstacles.
DAY 7 OF VIBECODING WHATEVER TF with @jxkedevs
ok maybe not whatever tf anymore. keep an eye on this. you have no idea what is coming to @solanagaming
browser games just got cheaper to polish.
solo devs were writing this from scratch, now less code means more games shipped.
polish is what turns a vibejam prototype into a community playable economy.
Anime.js 4.5 is out and it's a fun one:
Introducing the @threejs adapter 🎉
- Up to 50% less code for 3D animations
- CSS transform-like API for 3D objects (rotate, skew…)
- Simpler material color animations
- Easy instanced mesh animations
- Stagger 3D
And so much more! ⬇︎






















