@dangreenheck That´s why is not good use only 1 ai tool and get the first or second iteration. A lot of times i ´ve to re-write a prompt before send it to ai or using another ai to rewrite prompt
Starting over with the game. I like the interface, the movement is comfortable and fluid, and the camera responds well. The physics implementation with Rapier is already working. We keep moving forward!
#javascript#threejs#3d#gamedev#videogame
La creatividad....las buenas ideas....pensar en el usuario de tu producto, aplicación, videojuego...etc...la IA puede hacer código muy muy bueno, pero esa creatividad, ideas, originalidad....esa es humana. Creo que ambas partes pueden funcionar bastante bien
#ai
Updates from Marble Rush
- Added a grid
- Modified gizmo (you can resize with Alt + mouse)
- Improved pieces selector
- Improved controls info
- Improving material edit mode
- Now you can group pieces and edit grouped
#threejs#devpixelbytes#javascript#gamedev
The move from JS to WASM is going to become more and more common. Here’s why:
1. JavaScript is so popular because it runs anywhere, most notably in the browser. But WASM runs in the browser now too, with highly predictable performance and an excellent security model.
2. Refactoring just got easy. If you have good tests and a clearly defined project, you can migrate from TS to Rust fairly easily with coding agents.
3. WASM provides security. Each WASM instance is like a little sandbox with only explicitly shared memory. Fort Knox-level safety compared to the hellscape that is JavaScript security.
4. Total bytes just matter less than they did. One knock on WASM has been its size. If you need a string, for example, it needs to be bundled into every WASM binary; there is no standard library. That, along with serialization costs, meant equivalent JS/WASM features were often smaller and sometimes even faster using JavaScript despite the low-level nature of WASM. It’s still much faster at larger computations. That used to matter a lot for all of us engineers who care about performance. Times have changed, though. It’s not like performance doesn’t matter, but broadband is ubiquitous and the focus has shifted back to making a great product first, and WASM is often, though not always, the right tool for the job.
P.S. Server-side WASM will be huge, eventually replacing large swaths of what was once powered by Docker. Mark my words.
Hi! This is a game / portfolio i´m working on it! (early stage) A long time ago i worked as 3d modeler and now i feel like a boy playing with a new toy!
Made with: threejs, js and css
Hope u like it!
#threejs#gamedev#javascript#developer#devpixelbytes
117 Followers 715 FollowingHello, Marcus here, I'm an indie 2D game developer C2 & C3 (currently learning how to use Unity and Blender and working on NCOB)
#solodev #indiedev
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https://t.co/EC8VPmwYsM
blog: https://t.co/si4tsmNUNe
#webgl #webxr #pbr #gltf #webgpu
77K Followers 744 FollowingI turn coffee into lines of code. Sometimes it looks good • https://t.co/EwzqqBQhqS • Learn how to create 3D websites 👉 https://t.co/vAW4e3Er2Q
240K Followers 41 FollowingBreak the cycle. Lead the Expedition.
Reactive turn-based RPG by @SandfallGames.
Out Now on Xbox Series X|S, PlayStation 5, and PC via Steam and Epic Games.
10K Followers 1K FollowingArte, producción y #GameDesign en @DevilishGames - @SphericalPixel. Creando #indiegames, #advergaming y #seriousgames desde 1998.
12K Followers 1K Following@EA / @antihype_es / @vidaextra / @eurogamer_es / Licenciado en Historia. Mis opiniones me representan a mí, y tampoco mucho.
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I make games at @Deconstructeam - Game Design, Narrative Design, Writing.
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🎮 + de 7 años
🏠@revistamanual, Nivel Oculto, Anait y ➕
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👋🏻 @verne y TecnoSlave
50K Followers 932 Followingfounder of @platonicgames / developing @mythiclovegame and #ROTATO / tengo cuatro gatos 🐈⬛🐈🐅🐆/ jamàs sabrèis por què pongo las tildes al revès