Game Foundry (@GameFoundryNet) header
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Sprites, SFX, AI, and prompt-to-code tools for three.js, Unity, godot & Unreal Engine. Open-source forks and provider APIs, in one browser page.

The cloud
Joined September 2026
Photo by Game Foundry (@GameFoundryNet)Photo by Game Foundry (@GameFoundryNet)Photo by Game Foundry (@GameFoundryNet)Photo by Game Foundry (@GameFoundryNet)Photo by Game Foundry (@GameFoundryNet)Photo by Game Foundry (@GameFoundryNet)Photo by Game Foundry (@GameFoundryNet)Photo by Game Foundry (@GameFoundryNet)Photo by Game Foundry (@GameFoundryNet)Photo by Game Foundry (@GameFoundryNet)
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."
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Just a random~ i'm bored =w=
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目標ポーズ間の動きをAI生成 NVIDIA「MotionBricks」 🔹直近4ポーズと最大4つの目標ポーズから動作を生成 🔹人型キャラクターとUnitree G1に対応 🔹学習済みモデルと実行コードをGitHub公開 ※実行にはNVIDIA GPUが必要 開発:NVIDIA Labs 情報元はリプ欄。
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A little over a month in and I still haven't looked at the code. Opus 5.5 and three.js We're getting there
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I’ve been working on air support in Ebbtide. Here’s a closer look at the aircraft, their roles, and the choices you make when calling them in. • F-35: Air-to-ground missile strikes. • F-15: Large-scale bombing. • F/A-18: A versatile all-rounder. • A-10: Close air support, with more improvements in this update. The AC-130 and MQ-9 are in action too. I’ve also included a look at changing loadouts aboard the carrier and using napalm against the hordes. You can pause to plan your attacks, then resume the action or speed things up to 4x. Which aircraft would you call in first? Early development footage. #indiegame #gamedev
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Physics engine update 💥 Real-time soft-body car crashes on @threejs + Rapier @dimforge , with no canned animations. Runs 12 cars at once at 60 fps on an iPhone 15 Pro Max. #threejs #gamedev
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I have two of my cursed weapons functioning in this Godot experimentation I've been working on the last couple weeks now. The BiC RPG-7 works like a charm! I animated the reloads myself, you can see the blender preview at the end. Viewmodel animation is something I silently practiced in front of Call of Duty loading screens for many years, which is why my reload vids hit for so many. Now I need to finally actually start animating consistently to get better. Will continually post when other abominations in my weapon library are implemented. Thinking of doing the whoopee cushion land mine next... 🤔
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Rivet Ranger, a 1957 tin toy, ends up on a modern electronics line and fails quality control. Now the line wants him scrapped. You are his only hope to survive the presses, cross the scrap pit and escape through the dock. Built with Opus 5.5. Live game ↓
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Fluid simulation on WebGPU live version: meep.company-named.com/examp… The fluid sim is cascaded with a global fallback running on the GPU with dynamic obstacles. There are 4 obstacles here including the "ground" box. The particles are GPU driven, they just sample the fluid volume
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NVIDIA Releases Over 2,000 Pre-Configured 3D Assets 🔹Includes collision shapes, mass, friction, etc., in OpenUSD assets 🔹Can be utilized for synthetic data generation in Isaac Sim 🔹Verification example with 1,000 items dropped huggingface.co/spaces/nvidia…
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NVIDIA、物理設定済み3D素材2,000超を公開 🔹OpenUSD素材に衝突形状・質量・摩擦などを収録 🔹Isaac Simの合成データ生成に活用可能 🔹1,000個を落下させた検証例も ※GPU負荷は設定・環境に左右される 開発:NVIDIA 情報元はリプ欄。
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~15k lines of C++20 + Metal. No game engine, no libraries. All code. • The water is a real simulation, not a shader trick: nested GPU grids solve the nonlinear shallow-water equations with an FFT-based dispersive correction, so the swell shoals over the sandbar, steepens and breaks • Breaking waves, foam that rides the flow, swash that runs up the sand and soaks in, with FFT wind waves and 4 cm capillary ripples on top • Longtail boats are 6-DoF rigid bodies floating on the simulated surface, pushing their own wakes into the sim. You can drive one • A procedural bay: 38 karst islands, a palm grove, coral seen through refracting water, raymarched clouds • Even the soundtrack is synthesized in C++ to fit the edit • Real-time: about 11 ms a frame at 2560×1600 on an M2 MacBook Air (the film is the same renderer, captured at 2× supersampling)
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PS1風シェーダーの比較動画作りました 自分はもう右側じゃないと落ち着かない体になった #GameDev #IndieDev #SoloDev #Gaming
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I used to have like 2 FPS with 1.000 NPCs. Now we have 1.000 NPCs, smooth FPS and a city that's under construction. Huge performance jump. Let's keep on building :) still three.js
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
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Scissor doors, gull-wing doors, sliding cargo doors. Sci-Fi Vehicles in Three.js: opening canopies, steering, spinning wheels, rotors and landing gear. Named joints stay in the delivered GLBs.
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Sunday project: teach three.js how a summer cloud actually works. Per-wavelength droplet optics, a scattering sky, thermals boiling up through the tower, grass in the wind. 15 s time-lapse, fully procedural. #threejs
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This isn't an anime still. It's running live in your browser. Three.js, hand-tuned cel shader, drag to look around. you can feel the warmth of the sun on your face.. and coziness of asian alleys ignore the weird running lady
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Gemini 4 Argon cooked this isomeric graphics demo > asked it to make an isomeric graphics demo inspired from Elden Ring and Diablo in @threejs > voxel geometry with perfect shading and reflections on the floor
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My Unreal Engine laser can now destroy things
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New deathmatch mode added in my ufo simulator, fight with 100s of other ufos. Tools used - opus 5.5, blender, blendkit play here on area51.ysuriadesign.co/?dm
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I don't know how to market my game
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