Pinned Tweet
DYSTOPIA is live 🌧
A rain-soaked noir cyber-city you can drive, fly and explore, running right in your browser on WebGPU. No install, no download.
▶ dystopia-noir.netlify.app
━━ WHAT YOU DO ━━
You patrol in SABLE, a flying spinner with a full first or 3rd person cockpit. Drive it, fly it, park it at the curb. Then launch KITE, your drone, for the close-ups and exploration.
The drone scanner identifies nearly everything: sky cars (plate, pilot, passengers), robots (operator, task, firmware), buildings (floors, tenants), shops, traffic signals, trains, trees.
━━ THE CITY ━━
Fully procedural and streamed in around you as you fly, 4 km across. Eight districts, each with its own street life:
Downtown · The Spires · Kabuki Neon Market · The Stacks · the Interchange · Southern Freight · Canal Ward · Black Harbour
• Fly KITE up to a lit window and the painted interior becomes a live 3D room, with floor plans that actually fit the building
• Fly straight in through the door of Kowalski's bar or The Carlyle hotel lobby: real interiors inside real buildings, no loading screens
• Sky traffic flies in lanes. Buses pull into SKY-STOP platforms, taxis drop at lit entrances, vans at loading hatches, MPD cruisers pull cars over, and none of it blocks the lane behind
• On the ground, androids and a robotic road fleet obey signals and queue at junctions: refuse trucks lift kerbside bins, heavy crawlers move with escort drones
• Freight trains with working level crossings, and a port with working cranes
━━ THE LOOK ━━
Think 5th Element meets Sin City. Low-key black night, form defined by light, rain on everything. A cinematic grade plus a graphic-novel noir mode (paper whites, rare color). Wet streets, street-lamp haze, close-range shadows, and nothing pops: every LOD change is a dithered crossfade.
━━ UNDER THE HOOD ━━
• three.js r186 · WebGPURenderer · TSL node shaders
• Rapier physics · Vite · TypeScript
• Deterministic generation: every city block is a pure function of (i, j, seed), built in Web Workers and streamed in tiers (massing → detail → physics → wet)
• ~630 render pipelines compiled up front: 0 shader compiles after boot, so no in-game hitching
━━ STILL a WIP ━━
The plan is to continue pushing the details and finish explorable interiors (there are a few already) of all buildings and then finalize the game side.
Best on desktop Chrome or Edge with a dedicated GPU (WebGPU required). Everything preloads up front so nothing hitches in game, so give it a minute to boot.
#threejs #WebGPU #gamedev #indiedev #cyberpunk #noir #procedural #creativecoding #Claude (#Opus 5.5)
@guidorosso @RyanSael 👀
cryptomanavan ☀️ retweeted
Floral Hall, made with opus 5.5. Dreamcore liminal space is one of my favorite styles
cryptomanavan ☀️ retweeted
My most honest and real thoughts on AI in games. Not defending sides. Just me talking about why I use AI.
cryptomanavan ☀️ retweeted
Replying to @fisionandome
The project site for the robot in the video is phonebot.dev/.
UCLA’s RoMeLa lab released PhoneBot as a low-cost open platform that mounts a commodity Android phone as the torso for camera, IMU, wireless, and onboard compute. The body uses 13 Dynamixel servos, stands 48.3 cm tall, weighs 1.8 kg with the phone, and the hardware (excluding the phone) costs about $400. The site hosts the bill of materials, Onshape CAD, STEP assembly files, and assembly documentation under a CC BY-NC 4.0 license.Phonebot
The describing paper is on arXiv at arxiv.org/abs/2610.08737.
cryptomanavan ☀️ retweeted
Codexで、車が走る3Dシーンを制作した事例。
C++、Vulkan、NVIDIA PhysXを使用し、主にSol-6.1-Highで開発。
作者(ryp3gridld氏)によると何度も試行錯誤を重ね、コードには粗さが残るものの、見た目と動作には手応えがあるそう。AIでの3D開発も、反復と調整が完成度を左右します。
cryptomanavan ☀️ retweeted
Real-time 3D interactive fluid simulation, hardware ray tracing on the browser
github.com/willwaltz/globes
cryptomanavan ☀️ retweeted
I’ve been trying to put out this album since 2013, but I was never allowed to. it was stacked with features from Justin Bieber, Big Sean, 2 Chainz, and more. comment “BLOOM” and I’ll dm u the link to join the waitlist for Pages, my unreleased album. join now to become a founding member, and you’ll get the first track :)
cryptomanavan ☀️ retweeted
i could play with these particles all day
portfolio wip made w/ three.js, TSL
cryptomanavan ☀️ retweeted
Testing out a new procedural environment for the Three.js Water Pro demo.
I wanted something with a bit larger scale that promotes exploration.
What am I missing?
...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
🪙
cryptomanavan ☀️ retweeted
Your work is awesome.
You're doing a great job.
Be proud of yourself.
Please keep going. You're only going to get even better! 💪💜
how a car differential works, 2026:
sael.net/diff -- made with opus 5.5 and threejs



















