Pinned Tweet
bldVortex
704 posts

bldVortex
@HLS_dev
Dev | Artist | Builder | Metal Head building indie games and tools
Joined Mayıs 2013
774 Following480 Followers

#ScreenshotSaturday is LIVE 🎮🔥
Indie devs, reply with your proudest screenshot 👇
We’re actively looking for games to spotlight on The Gamer Section — trailers, interviews, coverage 👀
Let’s build something together 🚀
#indiedev #gamedev #supportindies

English

@CarlosRiosTX @threejs End goal would be to make the 3d world feel more like octopath travelers 2.5d style.
English

@master_0f_logic @threejs Oh damn that sucks. I might still have it dled.
English

@master_0f_logic @threejs I tried to play it on launch but was tough to get in. I need to go back and check it out.. My actual first idea was Light no Fire 2.5d world. Maybe ill fork it and test out something 🤘
English

@zacxbt @0x_Something Thanks, doo it!. Yeah big fan of Retro Evolved 2. Logged ton of hours in Pacifism mode lol
English

@HLS_dev @0x_Something i've been wanting to make a geometry wars style game this looks sick
English

@earth__sophie @threejs Thank you! Yes working on some social features as well!
English

@BuzzMista @threejs ohh yeah. One thought I had was random world events that effect pixels/tiles. That could be one of them! then you can put it out water tiles!
English

@HiThereImCal @threejs nice! that really cool! Yeah UI still in flux haven't really locked down the flow or even the feature set i wanna go with. Yes three.js is awesome! I come from Unity bg so this is a bit freeing with no bloated Interface.
English

@HLS_dev @threejs Claude's frontend is very similar between projects, I reccomend prompting some changes if you want it to stand out, that being said, Three.js is AWESOME. I've used it to make a pretty little life sim engine :)
hithereimcal.github.io/ALIFE/

English

@CarlosRiosTX @threejs Thank You! All generated on the fly — the terrain is pure math turned into pixels, and the globe shape is just shader trickery bending a flat plane into a curve at runtime. No texture files anywhere.
English

Thanks! Yeah, the base terrain is all procedural so only the actual painted pixels need to be stored — keeps the world state pretty lean. Changes get pushed to clients as they happen rather than syncing full snapshots, and the rendering just composites those incoming diffs locally. You nailed the next bottleneck though — viewport-scoped subscriptions would be next.
English

Indie dev scope creep be like:
Week 1: "It's a simple platformer"
Month 3: "We added a crafting system"
Month 6: "There's now a full economy simulation"
Month 9: "The game is a MMORPG"
Just. Ship. The. Game.
#indiedev #gamedev #indiegamedev
English

Level up your Friday 🔥 Drop your latest project below and let’s support each other! 🎮 I’m looking to discover new gems, share your work, and connect with talented creators. Let’s build together! 💪 #FollowFriday #IndieDev #ShowYaGame

English

Don't Starve meets Cuphead vibes🤯
Capture quirky creatures and fight to stay sane!
Game: Kalit
#indiegame #indiedev
English

To all the “crypto is useless” people please see below
templar@tplr_ai
On the @theallinpod this week, @chamath asked @nvidia CEO Jensen Huang about decentralized AI training, calling our Covenant-72B run "a pretty crazy technical accomplishment." One correction: it's 72 billion parameters, not four. Trained permissionlessly across 70+ contributors on commodity internet. The largest model ever pre-trained on fully decentralized infrastructure. Jensen's answer is worth hearing too.
English








