TopoWeaverIO (@TopoWeaverIO) header
TopoWeaverIO (@TopoWeaverIO) profile picture

Browser game 🕹️ with fully AI generated content. Now in early access.

Joined May 2022
Photo by TopoWeaverIO (@TopoWeaverIO)Photo by TopoWeaverIO (@TopoWeaverIO)Photo by TopoWeaverIO (@TopoWeaverIO)Photo by TopoWeaverIO (@TopoWeaverIO)Photo by TopoWeaverIO (@TopoWeaverIO)Photo by TopoWeaverIO (@TopoWeaverIO)Photo by TopoWeaverIO (@TopoWeaverIO)Photo by TopoWeaverIO (@TopoWeaverIO)Photo by TopoWeaverIO (@TopoWeaverIO)Photo by TopoWeaverIO (@TopoWeaverIO)
Zombie Mode Stress Test. Terrible performance. Terrible Situation...
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Either they have something really big coming or this dude lost his mind being so cocky... Cuz opus 5.5, is as you younger folk say is 'cooking rn ngl fr'
Replying to @claudeai
Better announce 28 days of reset
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Just switched to opus 5.5 as I ran out of codex usage. On medium it shits all over astra on ultra... OpenAI is just surviving on non refunds as of right now.. tik tok, tik tok..
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For anyone wondering if they should switch. Yes.
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New procedural characters and animals fully hooked up. Now comes the loooooonngg re optimization grinding for faster startup and rendering for a scene built at runtime.
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World is now being built on the fly from the 7 mb 4x4 km map. A whole other ball game for rendering and optimization than a baked map. Model based npcs getting fully replaced with procedural ones. Procedural texture and sounds replacement also on the way. Editor integrated into main app, unification almost complete. Getting closer to the final form...
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Back to procedural weirdos 🤪 Looks like crap but much more flexible and lightweight. Engine going back to its full code only roots. Editor is now slowly being integrated into the app, getting ready for any AI to create a world and storyline from the browser page.
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Oh nooo, Tibo is down... no more resets... time to say goodbye to the fancy meshy models.. going full procedural slop... this is the way.
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Fully AI generated mission in fully AI generated world. Continuing to optimize for on the fly world building from a 7mb metadata map of 4x4 km. Also staring to integrate the editor so that anyone can plug in their agents to build a word and storyline and publish it. Still a lot of optimizations needed, on the fly is more complicated then baked map for performance. Also a lot of guardrails to prevent the AI from creating nonsense worlds and storylines. On the fly voices would be cool also 😀
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Optimizing for on the fly world generation instead of baking the whole map. So now if loading a 7mb metadata map instead of 130mb backed. Not as efficient but it feels right 🙂. Also working on AI generated Stories within the world.
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Taking the lift🙂. Working on making making the game generate the map on the fly with procedural texture like originally. Not the best for performance and visual quality but more flexible and browsery than baking the map. Resubbed to claude to test oppus 5.5, not sure I see a big difference frankly.
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Crackhead Simulator 2.0
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Your Daily Dose of Internet 2
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Repost at different time to check the impressions difference. Next I'll test a boosted post, curious to see what happens...
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I said I'm fine.. no hospital..
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Early Access : topoweaver.io/ Improving city gameplay little by little and working on auto quality throttling for the engine to automatically adapt to the the device its running on...
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TopoWeaverIO retweeted
Little blog post about the tree generation algorithm: brashandplucky.com/2026/10/1… #gamedev #indiedev #solodev
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Early Access : topoweaver.io/ Crash Compilation while 6.1 sol is doing god knows what...
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TopoWeaverIO retweeted
ragdolls are my favorite feature of any shooting game :D it all runs in the browser btw, should I make it public? #gamedev #indiedev #threejs
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Early Access : topoweaver.io/ Starting to improve building outdoor extensions for a richer looking world.
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