cryptomanavan ☀️ (@cryptomanavan) header
cryptomanavan ☀️ (@cryptomanavan) profile picture

Husband. Father. Builder. I collect ideas, learn obsessively, and build weird, sometimes beautiful things. https://nitter.cf/t.co/Fo3zoNVnrI Hello! 👋

USA
Joined November 2017
Replying to @scottstts @threejs
Uhhhh WAT?! That’s pretty magical. Love this shot. *Cat needs a parachute or hang glider option please.
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... flying around the city, fixing bugs, and optimizing 20,000–50,000 rooms at a time. 😂🤣😅 I’ll be hiding something in the city soon for you all to find. To put the scale into perspective: it would take roughly 8 years to visit every room at a rate of 1,000 per day. Don't worry, though—I'll be leaving hints in plain sight to point you in the right direction if you want to go on a hunt for some treasure. #DYSTOPIA
#DYSTOPIA update (Made with Opus 5.5) 🌃 Development is getting slower as the project grows, but the results are getting seriously rewarding. Next week is all about dialing in the 2M+ rooms to AAA quality. The backend is finally coming together, and the goal is simple: nothing out of place. Also for next week: The city now has its own World Bible spanning 2029–2071. Every sign, ad, poster, book, document, and piece of art will follow the same history, corporations, districts, culture, technology, and visual language. One believable future, not a random mix of assets. 🔊 Sound system got a major upgrade, with more coming. 🌊 Underwater wreckage and an entire underground sewer city are still cooking. 🏙️ Nearly every (really) building is enterable, with 2M+ rooms (really really) and no pop-in when flying outside and looking through windows. Many bugs to fix, still a WIP but LIVE with all the changes and UPGRADES (link in comments)! #threejs #Claude #VibeCoded
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#DYSTOPIA update (Made with Opus 5.5) 🌃 Development is getting slower as the project grows, but the results are getting seriously rewarding. Next week is all about dialing in the 2M+ rooms to AAA quality. The backend is finally coming together, and the goal is simple: nothing out of place. Also for next week: The city now has its own World Bible spanning 2029–2071. Every sign, ad, poster, book, document, and piece of art will follow the same history, corporations, districts, culture, technology, and visual language. One believable future, not a random mix of assets. 🔊 Sound system got a major upgrade, with more coming. 🌊 Underwater wreckage and an entire underground sewer city are still cooking. 🏙️ Nearly every (really) building is enterable, with 2M+ rooms (really really) and no pop-in when flying outside and looking through windows. Many bugs to fix, still a WIP but LIVE with all the changes and UPGRADES (link in comments)! #threejs #Claude #VibeCoded
...getting there on the 2.9M rooms LOL. its all coming together... weekend is here! LFG!!!!
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Replying to @dangreenheck
dude. i should've known better.
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Replying to @dangreenheck
Well, this is absolutely insane! 😂 The wake and lighting effects interacting with the water are ridiculously good. Like, seriously crazy good. The sounds make it even better. If you really want to be picky and I know you do...If you can nail that waterline transition when moving from underwater to above the surface...OOOOHAAAA! I haven't been able to create that lip yet you see on a camera 1/2 in 1/2 out of the water yet. Either way as is really impressive next level stuff as always @dangreenheck Absolutely nailing it time and time again.
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...getting there on the 2.9M rooms LOL. its all coming together... weekend is here! LFG!!!!
DYSTOPIA major update 🌃 A fully procedural noir island built with Opus 5.5 and three.js WebGPU + TSL. 42 km². 37,491 buildings. 2.9 million rooms! And a tiny micro-drone named WREN that can fly into almost all of them. (HINT: hit F, then hit G to fly WREN (the mini drone) . What's new: -Houses, shops, apartments, offices, lobbies, and hotels are now furnished using real-world inventories. -Every window actually shows the room behind it. -WREN can slip through vents, windows, and letterboxes, explore inside, and find its own way back out (camera is bad but being fixed). (HINT: Hit F, then click on a building (you'll see the access points), then Hit G and fly the micro drone in to explore.) -SABLE has been completely rebuilt as a showpiece. -Major performance improvements with zero visual downgrades (more of this still coming) Now for the fun part (continued fun...). 😅 When you procedurally generate 2.9 million rooms, things are bound to get a little weird. Right now, roughly 1 in 3/4 rooms has something wrong with it. Go gentle in the comments please, she's still a WIP. Walls you can see through from one side. Floors flickering because two slabs occupy the same space. Seven power outlets stacked on top of each other. A sofa staring at a wall while the TV points somewhere else....a staircase leading directly into the ceiling. Some truly cursed architecture. 😂 But the solution isn't to go around fixing millions of rooms individually. I'm reworking how the buildings are generated from the ground up. More like how an actual architect would approach it: structure and stair/elevator cores first, then corridors, individual units, and finally rooms. The exterior facades will follow the actual interior floor plans instead of the other way around. (Spend usage and learn I guess LOL) I'm also building an automated "building inspector" to catch structural issues, bad door swings, one-sided walls, overlapping objects, and duplicate placements as this is starting to get way more serious than when I started out. On top of that, WREN will run GPU-assisted visual inspections through tens of thousands of rooms to help identify and eliminate defects. Each room will also get baked lighting. The goal is simple: millions of unique, believable, explorable rooms without manually building a single one. Should get there by middle of next week if all goes well . 🤯 And then I'm going to hide some real LOOT and we will see who finds it. 👀 #DYSTOPIA #THREEJS #ClaudeCode #indiedev 🪙🪎
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Replying to @Cryptoking
yes but there's a thing...we need to chat.
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Light 'em up! Water wake and spray with the lights on—almost exactly where I want it. #DYSTOPIA
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DYSTOPIA major update 🌃 A fully procedural noir island built with Opus 5.5 and three.js WebGPU + TSL. 42 km². 37,491 buildings. 2.9 million rooms! And a tiny micro-drone named WREN that can fly into almost all of them. (HINT: hit F, then hit G to fly WREN (the mini drone) . What's new: -Houses, shops, apartments, offices, lobbies, and hotels are now furnished using real-world inventories. -Every window actually shows the room behind it. -WREN can slip through vents, windows, and letterboxes, explore inside, and find its own way back out (camera is bad but being fixed). (HINT: Hit F, then click on a building (you'll see the access points), then Hit G and fly the micro drone in to explore.) -SABLE has been completely rebuilt as a showpiece. -Major performance improvements with zero visual downgrades (more of this still coming) Now for the fun part (continued fun...). 😅 When you procedurally generate 2.9 million rooms, things are bound to get a little weird. Right now, roughly 1 in 3/4 rooms has something wrong with it. Go gentle in the comments please, she's still a WIP. Walls you can see through from one side. Floors flickering because two slabs occupy the same space. Seven power outlets stacked on top of each other. A sofa staring at a wall while the TV points somewhere else....a staircase leading directly into the ceiling. Some truly cursed architecture. 😂 But the solution isn't to go around fixing millions of rooms individually. I'm reworking how the buildings are generated from the ground up. More like how an actual architect would approach it: structure and stair/elevator cores first, then corridors, individual units, and finally rooms. The exterior facades will follow the actual interior floor plans instead of the other way around. (Spend usage and learn I guess LOL) I'm also building an automated "building inspector" to catch structural issues, bad door swings, one-sided walls, overlapping objects, and duplicate placements as this is starting to get way more serious than when I started out. On top of that, WREN will run GPU-assisted visual inspections through tens of thousands of rooms to help identify and eliminate defects. Each room will also get baked lighting. The goal is simple: millions of unique, believable, explorable rooms without manually building a single one. Should get there by middle of next week if all goes well . 🤯 And then I'm going to hide some real LOOT and we will see who finds it. 👀 #DYSTOPIA #THREEJS #ClaudeCode #indiedev 🪙🪎
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