Sam Enoka

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Sam Enoka

Sam Enoka

@maybe_im_sam

Product Designer @ Canva ⋅ learning game design & dev ⋅ Building: Hellchain (Love2D) + Crypt Raiders (Three.js) ⋅ Play Wyrm Saga → https://t.co/rPN3hnr958 🕹️

Australia Beigetreten Eylül 2014
276 Folgt127 Follower
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Sam Enoka
Sam Enoka@maybe_im_sam·
ever seen a shmup game where you can lob a frost hammer projectile to crush enemies?
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André → andreelias.dev
André → andreelias.dev@andreeliasdev·
My Three.js grass implementation is ready and open-source! 🌿 Feel free to grab, modify and use it as you want in your projects I even added stylized trees as a bonus for you :) Link in my bio #threejs #stylizedgrass #gamedevelopment
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Sam Enoka
Sam Enoka@maybe_im_sam·
Looks neat, will be giving it a try 👀 x.com/scottstts/stat…
Scott@scottstts

Introducing Threejs Awesome Graphics Agent Skills npx threejs-awesome-graphics-agent-skills install --agent codex I collected some of the best looking graphic @threejs open source projects on X and distilled them into an agent skills pack, AAA game graphics right out of the box so anyone can create games that don't look like cheap demos These are just examples included in the agent skills. All projects referenced are noted as source materials. I will continuously update this to include new projects with epic graphics github.com/scottstts/Thre…

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Sam Enoka
Sam Enoka@maybe_im_sam·
@steveruizok to the point of removing needless hierarchy, do you need the title and close button at all? What are they adding in this UI?
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Steve Ruiz
Steve Ruiz@steveruizok·
I've tried to avoid hierarchy in tldraw's ui. The theory: people will learn the app then their eyes will filter out what they already know. In an app you don't need to constantly drive eyeballs with bold titles / font sizes / fat whitespace
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Sam Enoka
Sam Enoka@maybe_im_sam·
@0xShinno Yo thanks mate! All models were prompted and pure geometry in three.js. I created some basic mini-tools to dial a few things in but really just a bunch of sliders. I used this editor for creating skins: needcoolershoes.com
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Chef Shin
Chef Shin@0xShinno·
@maybe_im_sam Looks great and fun. What did you use to create the voxel models? Blender, or any tool?
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Sam Enoka
Sam Enoka@maybe_im_sam·
I originally worked on my game Crypt Raiders for ~3 weeks to submit for the 2026 #vibejam — which I joined on a whim. I didn’t rank notably in the competition. Way down at a humble #259. I did however have a tonne of fun+learning on this project, as the first 3D game I’ve attempted. Since then I’ve continued to build on it in the last ~2 months, with new enemy types, enhanced graphics, the addition of online co-op mode and support for mobile. I think it’s pretty rad for a game that runs in the browser! But, I still consider this game only at a basic prototype stage. It has a good base of systems in place. but needs more work to actually be a ‘complete’ feeling game. Specifically I’d like to bolster the number of upgrades, add 1-2 more weapon types and build a few boss fights to break things up and create more interest and ongoing challenge. Of course there is still various polish, performance and QoL improvements to make too. I don’t expect it to take me too long for these… but, as I’m learning, game dev takes way longer than you expect, especially when you try to move past the janky prototype stage. Even with AI tooling. So likely it will take longer than I think.. I don’t really have much expectations for the game (I’m chuffed just to have a few people try) but I see it more as a personal challenge and learning exercise to see this through and not let it turn into yet another unfinished side project. It’s been rewarding channeling my design background into a new discipline. And honestly I’ve become a bit obsessed… this is just 1 of 3 games I’m working on simultaneously 😅 but I’ve learned it’s good to lean into periods of intense obsession because they tend to be fleeting for me. Best to go hard while the energy is high.
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Sam Enoka
Sam Enoka@maybe_im_sam·
@rfitzpatrick_io oh this effect is rad as hell. Would sweet to see this working with a melee weapon
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Ryan Fitzpatrick
Ryan Fitzpatrick@rfitzpatrick_io·
CSG-based plane cutting with threejs 🗡️
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Sam Enoka
Sam Enoka@maybe_im_sam·
@Abathor_Game Great compact game, you’re right the pixel art was perfection
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Mistborn Games
Mistborn Games@Mistborn_Games·
It’s #ScreenshotSaturday, indie devs! 📸 Drop the best screenshots from your game + Steam link below! I’ll go through them all and retweet my absolute favorites, as always, at the end of the day! Show us what you’ve been working on! #indiedev #gamedev #indiegame
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Sam Enoka
Sam Enoka@maybe_im_sam·
@ScreenshotSatRT A few scrappy frames from the vertical scrolling shmup I'm making called Hellchain. Very early in the making on this one
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Sam Enoka
Sam Enoka@maybe_im_sam·
@2TLH_GAMES Work in progress but would love any feedback on the first 5mins experience x.com/maybe_im_sam/s…
Sam Enoka@maybe_im_sam

I originally worked on my game Crypt Raiders for ~3 weeks to submit for the 2026 #vibejam — which I joined on a whim. I didn’t rank notably in the competition. Way down at a humble #259. I did however have a tonne of fun+learning on this project, as the first 3D game I’ve attempted. Since then I’ve continued to build on it in the last ~2 months, with new enemy types, enhanced graphics, the addition of online co-op mode and support for mobile. I think it’s pretty rad for a game that runs in the browser! But, I still consider this game only at a basic prototype stage. It has a good base of systems in place. but needs more work to actually be a ‘complete’ feeling game. Specifically I’d like to bolster the number of upgrades, add 1-2 more weapon types and build a few boss fights to break things up and create more interest and ongoing challenge. Of course there is still various polish, performance and QoL improvements to make too. I don’t expect it to take me too long for these… but, as I’m learning, game dev takes way longer than you expect, especially when you try to move past the janky prototype stage. Even with AI tooling. So likely it will take longer than I think.. I don’t really have much expectations for the game (I’m chuffed just to have a few people try) but I see it more as a personal challenge and learning exercise to see this through and not let it turn into yet another unfinished side project. It’s been rewarding channeling my design background into a new discipline. And honestly I’ve become a bit obsessed… this is just 1 of 3 games I’m working on simultaneously 😅 but I’ve learned it’s good to lean into periods of intense obsession because they tend to be fleeting for me. Best to go hard while the energy is high.

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Sam Enoka
Sam Enoka@maybe_im_sam·
Crypt Raiders is an arcade-y action game. It's quite easy to dive in for a ~5min session alone or co-op. Still work-in-progress so if you try it I'd love to hear from you. Especially if you found something broken or to improve. Try it here: cryptraiders.xyz
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Aniket J
Aniket J@aniketjart·
@maybe_im_sam Appreciate it! Your inbox looks closed unable to reach out :')
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Sam Enoka
Sam Enoka@maybe_im_sam·
Messing around with a custom UI to dial in a new shader effect for eerie graveyard fog 🪦
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shintaro | Solo Dev
shintaro | Solo Dev@NerimaxDev·
@maybe_im_sam Thanks! 😊 To be honest, Claude did most of the heavy lifting. I described what I wanted, and it helped me build a custom pipeline that collects death positions and visualizes them inside my stage editor. It's become one of my most useful game balancing tools.
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Sam Enoka
Sam Enoka@maybe_im_sam·
The issue that it solved: In my game there are big hordes of zombies across a given level. Far-off zombies use cheaper stand-ins (simple shapes, aka LOD). As you move through the level, many can switch back/forth to full 3D characters at once. Each switch forces the GPU to do a bunch of work. The issue was that in rare circumstances we were doing too many of these switches all at once, which caused very noticeable 0.8–1.7s hitches. Cursor instrumented the code to log slow frames and I played until I encountered the issue. The fix was twofold: cap how many full characters can switch on per frame, and pre-warm relevant shaders in the background while they’re still off-screen / on the cheap stand-in.
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Sam Enoka
Sam Enoka@maybe_im_sam·
@cursor_ai debug mode continues to be such a secret weapon. Just had it resolve a thorny issue where I was getting what felt like random little render lag spikes in my game. Normal perf sweeps and automated benchmarks that I have weren't catching the issue and it was hard for me to pinpoint what the exact cause was because the timing and situations to me seemed variable in each play test. The hitches would happen several minutes into gameplay which made it hard for automated benchmarks to come across it. Debug mode systematically instruments code paths and then asks you to try and repro. i.e. just play the game as normal and tell it when you saw the issue again. It then uses the debug logging to pinpoint causes (and rule out unrelated hypotheses) and then apply fixes. Once fixed it automatically will clean up all the instrumentation. I've found I usually reach for it specifically in scenarios where the root cause in't obvious or very hard to repro. e.g. the worst kinds of bugs...
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Sam Enoka
Sam Enoka@maybe_im_sam·
@aniketjart Yo! Happy always happy to dabble if a new project comes up 😁
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Aniket J
Aniket J@aniketjart·
@maybe_im_sam Sam, would you like to dabble in a new game development platform? I'm building one would love to share you beta access
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