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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."
Game Foundry retweeted
Tree generator - WebGPU
* reworked skinning to be more physically accurate
* added stubs and knots
* added roots
* minor improvements to branch and leaf placement - better adherence to tree biomechanics
And yes, the tree is rigged and skinned and the animation is 100% procedural from the real-time fluid sim
Game Foundry retweeted
DEFECT is a tactical FPS set in a dystopian city ruled by AI
- Three factions: system, rogue police & gangs
- Single-player, PvP or PvE co-op
- Tactical 4v4v4v4 matches
- Objectives: smuggling, assassinations, arrests
- No HUD or automatic health regen
- Destructible environments offer tactical advantages
- Transfer fallen teammates into defeated enemies
Playtest sign up ↓
Game Foundry retweeted
Hypercharge may not have sold millions. And it may not have had hundreds of thousands of concurrent players.
But... we made the action figure game we always wanted as kids. We made our childhood dream game, and that means absolutely everything to us.
Thank you all so much! ❤️
I made a game where you drive a land battleship. Can you lead your allies through the enemy's defenses and destroy their reinforcements?
The demo is free and out now on itch.io. It runs natively in your browser, no download needed.
#ゲーム制作 #indiedev #gamedev #indiegame
Game Foundry retweeted
GPT-6 Astra helped build this mobile driving game in just 3 days with zero previous 3D experience.
The workflow:
> GPT-6 Astra connected to Godot
> ChatGPT generated 4 views of the car
> Hyper3D Rodin Gen-2.5 turned them into a 3D model
> Smart Low Poly reduced it to ~2–3K triangles
> wheels were separated from the body
> Astra helped implement driving + wheel animations in Godot
The first rough map and desert atmosphere were already running on day one.
About 3 hours of iteration later, the car was driveable and the basic gameplay loop was working.
Still very early, but this is exactly why AI game dev is getting interesting.
You don't necessarily need to know how to model, rig and code everything before you can start building the game.
Game Foundry retweeted
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…
Game Foundry retweeted
Vibe your way to 50K.
The 2026 Epic AI MegaJam begins Nov 12: epic.gm/epic-ai-megajam-2026
Game Foundry retweeted
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
Game Foundry retweeted
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 ↓
Game Foundry retweeted
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


























