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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BakedVoxelLighting - a 4km x 4km world running in the browser. Three.js + WebGPU, with voxel lighting baked on the GPU and cached locally. A little walk through the grass and trees. Still lots to fix but getting there! github.com/SamG-Coder/BakedV… Try it: samg-coder.github.io/BakedVo…
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Vibe your way to 50K. The 2026 Epic AI MegaJam begins Nov 12: epic.gm/epic-ai-megajam-2026
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Just a simple tree. 🌳 No Blender, no modelling: trunk, branches, leaves and bends are generated procedurally. Regenerate it, swap species/seasons, drag and drop textures, tweak everything, then export. Coming soon. #threejs #webgpu
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Opus 5.5 got nerfed. 🤯 Most of you saw it on the Eiffel Tower and confirmed it. A few were still skeptical. So here's a second benchmark: the Night Train. Launch vs. today. Same story. You see it too, right?! 👀
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we took the red pill built in Genex desktop with the Unreal Engine plugin + Opus 5.5 not a mod. the starting zone of Morrowind, vibecoded completely from scratch in our open-source app for game dev play it: genex.games/morrowind-start-…
Vibe your way to 50K. The 2026 Epic AI MegaJam begins Nov 12: epic.gm/epic-ai-megajam-2026
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Visit to a palace
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Holy f*ck... Opus 5.5 just made a $9,120/year Autodesk license pointless It's f*cking insane… Drop the PDF below into Opus 5.5 and see what it makes Full motion design guide with Opus 5.5 in the article below ↓
Opus 5.5 can make a video The hard part is making the next one better That takes a studio, not a prompt I broke down how to build it ↓
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Everybody is building huge cities, but who's building the thousands of NPCs to live there? Early version of the code, every NPC renders at full detail, hence the performance drop with 10 000 people. Once we get a proper lod system in place, there's no limit. Opus 5.5 three.js
City fly through at noon. We now have a 24 hour cycle including weather system. Performance still needs work. Currently breathing the life into the city and the NPCs.
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I asked Opus 5.5 to recreate the Na Pali coast and fly a drone through it everything is code, repo below!
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Custom Rust engine progress
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We are so spoiled with models... so spoiled.. GLM 5.3 Flash a 0 shot space corridor walkthrough. Prompt below. I know there are some not fans of 0 shots, but to me they give a strong indication of a models coding ability. I don't judge models solely on this, however I cannot help bug be wowed by results like this. If you gave any dev a spec doc (a vague one at that) and they nailed your expectations, no errors, no bugs you'd look at that developer more highly than one who needed a few tries.
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Created locally with Maya (Deepseek Flash) JS / Three.js Not perfect for sure, but still cool to be able to do locally.
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This is GLM 5.3 Flash for 3D Vizualisation. The entire visual cost only $0.01975 to make. Everything is code, including the 3D. run-mt9n2r3a-45d44b-lane-3.l… What should I try next?
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Digitally Consumed
🤖 Made with AI
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WARNING this game was made entirely with Opus 5.5 and three.js and it is ILLEGAL for you to want to play it
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I bought another domain... I may have a problem taking inspiration from neat tools like gameuidatabase - I created gameartstyles.com It's a place where you can find and compare games based on the art styles they implement still working on it so be gentle!
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ふへ…ふへへ…ミサイルの挙動調整でひたすらミサイルを避けて避けて避けまくってたぜ… 大分いい感じにまとまってきた&サーカスっぽい派手さも維持できたと思う! 何がむずいって、地上と違って両者高速で飛び回ってるから、追尾を工夫しないと、カスりもしないか、鬼追尾すぎて避けれないかになっちゃうんですよね 「絶妙に緊張感と派手さを維持しつつもギリギリで避けられる」の実現が超大変だったw でも大分ミサイルの挙動に関する知見が溜まってきたぞ! ポイントは、まず追尾のフェーズを分ける 1. 展開(最初に追尾しないで広がる) 2. 転回(高旋回でプレイヤーの方向く→角度が揃ったら即次のフェーズに移行) 3. 追跡(低旋回でプレイヤーに近づく) 4. 接近(近づいたら追尾を更に弱めて急加速で避けられるように) 5. 終末(追尾を切って直進) で、それぞれのフェーズの維持時間、旋回可能角度、速度を変数にして、ちょうど避けれる位に調整する あとは発射時の彼我の距離/相対速度も勘案して👆のパラメタを更に動的に変えるようにする (例えば近くで撃った場合はフェーズ時間を短くして旋回角度を高める) ってすればかなり的を抑えて調整できるはず!
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Akira and Ghost in the Shell made into a game!
Debut screenshots from our playable demo. Follow & subscribe on espionindustries.net and instagram.com/akumatenshi_ga…
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