Husband. Father. Builder. I collect ideas, learn obsessively, and build weird, sometimes beautiful things. awakewithai.com Hello! 👋

USA
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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Replying to @worksalt

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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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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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I’m running a bit behind on the project for this evenings update, but we’re getting close. I decided to go big—the city will feature at least 30,000 explorable rooms. Definitely a heavy lift, but it’s coming together and almost there (and working haha!). Did some swaps on wrecked cars too for the flying ones complete with landing sequence and gear + take off. The whole city is really coming to life in its own dystopian way. The best is still yet to come. Also, I'll add that I am having an absolute blast making this and to everyone who has replied or commented, complimented or critiqued thus far in the last few weeks that I have been working on this... I THANK YOU 🙏. #DYSTOPIA
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Just mobbing around DYSTOPIA at 300km/hr! This is actual gameplay—it’s incredibly fun to cruise through the city at high speeds. I’ve got some major upgrades coming to the city over the next few days, so stay tuned. The work continues!
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nitter.siddz.com/cryptomanavan/status/2… FPV DRONE footage from about 1:01 is siiiiiiiick!!! (still WIP)
DYSTOPIA!!! Done for the weekend.... ...ill be back at it Tuesday when I reset on the other account—thinking about adding #3 LOL. Everything is pretty dialed in on the base level, so now I’m moving on to the interior details, undercity labs and sewer systems, and the underwater stuff around the island. Plus, I’m working on the actual game bits and am super stoked to share that once it’s a bit further along. ⚡️🪎🪙 Hope you all had a super chill and happy weekend!
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DYSTOPIA!!! Done for the weekend.... ...ill be back at it Tuesday when I reset on the other account—thinking about adding #3 LOL. Everything is pretty dialed in on the base level, so now I’m moving on to the interior details, undercity labs and sewer systems, and the underwater stuff around the island. Plus, I’m working on the actual game bits and am super stoked to share that once it’s a bit further along. ⚡️🪎🪙 Hope you all had a super chill and happy weekend!
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good shots of DYSTOPIA WIP
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WREN from DYSTOPIA (more updates soon).
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Replying to @TokenGremlin
Opus 5.5 at speed of deepseek 4.1flash....

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Replying to @majidmanzarpour

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Replying to @maxt3chno

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Replying to @GamewithDave
dystopia-noir.netlify.app/ - WIP (wk 3 currently)
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Replying to @Ainthropos

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Stoked to finally show off WREN, the new micro-hacking drone for DYSTOPIA! Been having a blast building this and really pushing for that AAA feel. STILL A WIP. Workflow’s feeling great: hit F in the SABLE to drop the KITE drone, then hit G to take over WREN for some deeper recon. Let me know what you think! #WebGPU #gamedev #threejs
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The progress has been incredible. DYSTOPIA has grown from just two internal building locations to over 1,300, and we’re only getting started. With almost everything becoming "smart," the expansion continues—and our upcoming game is next on the horizon. I’m incredibly excited for the release in the not-too-distant future, though the backend integration is a significant undertaking. Stick with me on this journey, and if you think this is as cool as I do, please share and repost to help us at launch! Also, flying high at 800M—it’s absolutely incredible to see. WREN the micro hacker drone that deploys from KITE the drone attached to SABLE that can explore and hack things to take them over should make its debut release today by tonght (WILL POST VIDEO)! HAPPY SATURDAY YOU BEAUTIFUL PEOPLE! nitter.siddz.com/cryptomanavan/status/2…
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 👀
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...coming down out of the clouds. go fly around up there. above dystopia is a little slice of Heaven.
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Replying to @ShelbyExchange
love to see.

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The attention to detail in these weather effects is incredible—we’ve finally got the big puffy fly through clouds where all that rain is coming from!
just chillin and watching the flying cars.
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...as of today.
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upgrades....
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just chillin and watching the flying cars.
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Replying to @mrdoob
thanks man. ...and thanks for the inspiration.

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@threejs thank you for helping me share this! Hope people enjoy it!

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flying the map so far....1:22 is the best part.
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Replying to @Thunder_Owl

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the details are layered and im still building on this concept but most windows can be looked in, almost everything can be scanned and described (some bugs still)...some vehicles and robots have missions whether its cleaning streets or delivering cargo etc. flying vehicles have robot drivers that will look at you as you go by (this will be getting upgrades for quality)...busses have seats etc..
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watching this bad boy do its thing...i dont know why its so entertaining to watch traffic.
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Replying to @_Chain_Duck_
a NOIR take...
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 👀
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Replying to @tobyallen007
an attempt...
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pretty cool vibes. just hangin in traffic. SABLE + KITE ... Link below to PLAY. HAPPY SUNDAY !
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 👀
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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 👀
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LOVE THIS and love this concept. You absolutely killed it and the mini game idea is dope AF! Been working on one now hard for about a week (mini drone that detaches from the vehicle for closeup inspection and surveillance concept...pushing details up close) dystopian sin city/ 5th element vibes . hoping its done by the end of the weekend and can share.
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progress baby! HAPPY FRIDAY!
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city is getting hugeeeeee.
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Replying to @RyanSael
This is so sickkkkk @RyanSael .... i was inspired my @mrdoob too and started one a few days ago....
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SABLE and KITE. Just an Si squad car and its Drone side kick out doing their thing....
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bigger...better....WIP (the drone detaches and you can explore and see nearly everything close up (and in most windows etc.)....
its coming along nicely...making it so you can see in almost every window in detail in all of those buildings...couple days out!
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its coming along nicely...making it so you can see in almost every window in detail in all of those buildings...couple days out!
next mini game has great progress already. SinCity + 5th element vibes i what im going for... i think 🤣 mystery action shooter. drone is attached to the top of a cyber cop car and detaches when needed for combat. you play the drone the car drives itself to where its needed with an Ai driver. that part is already done too ;) and the city is big! Live Link SOON!
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next mini game has great progress already. SinCity + 5th element vibes i what im going for... i think 🤣 mystery action shooter. drone is attached to the top of a cyber cop car and detaches when needed for combat. you play the drone the car drives itself to where its needed with an Ai driver. that part is already done too ;) and the city is big! Live Link SOON!
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