Game Foundry (@GameFoundryNet) header
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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.

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Joined September 2026
Photo by Game Foundry (@GameFoundryNet)Photo by Game Foundry (@GameFoundryNet)Photo by Game Foundry (@GameFoundryNet)Photo by Game Foundry (@GameFoundryNet)Photo by Game Foundry (@GameFoundryNet)Photo by Game Foundry (@GameFoundryNet)Photo by Game Foundry (@GameFoundryNet)Photo by Game Foundry (@GameFoundryNet)Photo by Game Foundry (@GameFoundryNet)
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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agentic train stops ONLY in an emergency nuclear explosions are NOT an emergency 0.11.0 Live: mjurczyk.github.io/openvdb/ - Real temperature volumetric light sources (TSL + WebGL fallback; Three.js r162+) - Instanced sequences and light sources (no. of VDBs have no effect on fps)
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Playable demo available now gamefoundry.net/creations/cm… Support the devs @esp_industries / espionindustries.net
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Hit it!
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Attention to all aspiring AI Game Devs You can finally materialize your dream game vision with my new website: gamedev-cheatsheet.com/ 34 major concepts to use in your prompts + illustrations for each (easy-to-understand) + example prompts to try 100% free of course Enjoy!
I have been hardcore prompting AI for 3 years now, on game dev topics mostly. The biggest leverage is knowing the vocabulary, the concepts and the game design fundamentals. It does a massive difference in output I think I will create a website where I share all of that. Might you be interested?
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Just some @threejs fun from this week. What should I call it? I’m thinking either Sloperation Flashpoint or simply Sloppyfield
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Inspired by blade runner 2049, Hollow Holo, made with opus 5.5 + tripo in @threejs, i really like this one
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I'm quite impressed about the latest google LLMs, so here is another open-source project for you guys of procedural generation in threejs and blender. live demo & code : cyberpunkbuildings.chirostud…
Introducing Gemini 4 Carbon, our latest frontier model. Carbon delivers improved performance across domains — ranking #1 on v5.0 of the @ArtificialAnlys Intelligence Index and sets a new state-of-the-art in cybersecurity and long-horizon capabilities. It’s rolling out starting this week to cyber defenders through our Fairwind Program, with expanded access coming soon 🧵
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Generating a city in Blender takes about 30 seconds now. iCity builds roads, towers, parks and traffic procedurally — aimed at driving sims, city flythroughs and archviz context.
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Replying to @esp_industries
@esp_industries dropped some alpha on their new game..
I don't know how to market my game! But if you love Akira/Manga, you'll love this
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I don't know how to market my game! But if you love Akira/Manga, you'll love this
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This looks so real wtf Someone just built an entire Unreal Engine scene from scratch in 5 hours using Opus 5.5 and Tripo AI And They barely knew anything about 3D or Unreal Engine before this Opus handled the workflow, Tripo AI generated the 3D models, Something that'll take days before Now I understand why some developers hate AI 😂
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orcs v0.1.1 is out 🚀 github.com/lok-i/orcs 🧗 perceptive whole-body locomotion task on EgoHTR: one adapted policy for rocky climbs and window crossing 🛠️ agentic UMR retargeting skill: leave frame-wise notes; your agent revises the reference
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Another visual update! Thanks for all the feedback and suggestions. I think it's finally time to stop tweaking the visuals. 😄 Today's buzzwords: Depth-based shading, distance-based specular attenuation, volumetric dust, sun shafts, color grading, SSAO, anti-aliasing, decals... #gamedev #indiedev #threejs
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Animation System for GodotEngine. IK, matching, avoidance. #godotengine
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I did some world building for this game. I have no idea what this game will end up becoming, but I'm enjoying the journey so far. I'm just letting my imagination take me along for the ride. I do know it's probably going to be about souls trapped in physical vessels and its up to you to free them. Vibe coded on @kaigen3d engine.
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claude watched its own game and fixed what looked fake → those lines in the sky were birds with a wing bug. now they fly → the waterfall pool is clear green now, with foam only where the water lands → the hard line across the waterfall is gone → the first load went from 16 seconds to 8 still fixing things. same link, still free to play
asked claude opus 5.5 in cursor to build an open world island that runs in the browser it kept comparing its own screenshot to 341 real photos until it looked like this
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リアルタイム実験|コードで描く自然 外部素材ゼロ:地形、毎フレーム数十万株の草花、5万本の木、変身するキャラクターとそのモーションまで、すべてコードでリアルタイム生成 🐰 実験協力者:ヌラ コード:Opus 5.5 エンジン:Godot 4
#ElevenLabsAmbassador 110万本の草を刈るシーンを作っています。 作ってたら楽しすぎたので、 作り方を丸ごと置いておきますね🐰 自分でコードを書く必要はありません。 このポストをそのままAIエージェント(Claude Code / Codex など)に渡せば、同じ動きを再現できるはずです。以下はエージェント向けの技術メモです👇 【環境】 Godot 4.7(Forward+ / Vulkan)、RTX 3060 外部の3Dモデル・テクスチャは使わない 【1. 草原】 ・草1本=縦長の帯メッシュ。MultiMeshで約110万本(96m四方、6mごとのチャンク) ・インスタンスごとに 根元xyz・高さ・向き・seed・幅・種類(草/麦穂/すすき/花)を持たせ、形は頂点シェーダーで組み立てる ・遠くは本数を間引いて、残った草を太くする ・風は「風向きに垂直な長い波」を流し、波の山を明るく・谷を暗く塗る(揺らすだけでは波に見えない) 【2. カットバッファ(草を切る仕組み)】 ・地面を真上から見た 2048² の RGBA16F テクスチャ(48m四方)  R=切れた高さ(ワールドY、未切断は1e4)/G=切られてからの秒数/BA=刃の水平速度 ・毎フレーム、触手を線分の列(太さつきカプセル)にして compute shader で書き込む。各ピクセルには「そこを通った刃の一番低い高さ」を min で残す ・草の頂点シェーダーがこれを読み、切れた高さより上の頂点を切り口に潰す → 切り株になる ・別に 1024² のバネの場を持ち、刃の風と体で周りの草を押し倒して、あとで戻す ・CPUへの読み戻しはゼロ。全部GPUの中で完結 【3. 切れた草の物理】 ・compute shader で、草1本ずつ「前フレームと今フレームの切れた高さ」を比べ、削れた分だけ破片を1つ出す(破片の長さと色=切れた部分そのもの) ・約65%は切り口を支点に棒として倒れる(θ'' = 1.5g/L·sinθ − 減衰) ・0.35m四方のセルごとに倒れ始めを少しずつずらすと「一面ずつパタパタ倒れる」 ・残りは速度に比例した空気抵抗つきで舞い上がり、減速して落ちる。着地点はカットバッファを読んで、切り株の上か草の上 ・破片は13万個のプール。computeからMultiMeshのバッファに直接書く 【4. 触手キャラ「ヌラ」】 ・メッシュなし。球とカプセルの連なりを smooth-min で溶かしたSDFをレイマーチングで描く(濡れた黒い液体:フレネル反射+逆光の縁) ・触手8本は毎フレーム、根元から曲率を積分して形を作る(進行波+先端の巻き+重力の垂れ+引きずり)。パラメータは全部「減衰の弱いバネ」で追わせると、タコみたいに柔らかくなる ・刈るときだけ「溜め0.28秒 → 0.2秒で振り抜く → 力を抜く」。振り抜く瞬間だけ触手を三日月形に固めると、柔らかいのに鎌のように硬く見える ・触手の線分をそのままカットバッファへ。速い触手はサブステップの間を補間して切り漏れを防ぐ 【5. 遠景】 ・山:中心から9kmまでの極座標グリッドを頂点シェーダーで持ち上げる。等高線に沿った縞ノイズで浸食の谷を刻み、遠いほど空の色に溶かす ・雲:山腰に半透明の円筒を巻き、fbmノイズでちぎる ・注意:km単位の座標で sin() ハッシュを使うとノイズがブロック状に崩れる → 整数ハッシュ(PCG)にする 【6. 映像と音】 ・Godotのムービー書き出し(--write-movie、60fps固定)で1フレームずつ描くので、何度録っても同じ映像になる ・振った瞬間などのイベントをJSONに記録し、その時刻に @ElevenLabs で作った効果音・BGM・声を置いてミックス @ElevenCreative #ElevenCreativeAmbassador
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M a g n u m | #Retro You can get the assets here gamebanana.com/models/5887 gamebanana.com/tools/24690
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