bldVortex

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bldVortex

bldVortex

@HLS_dev

Dev | Artist | Builder | Metal Head building indie games and tools

Katılım Mayıs 2013
776 Takip Edilen481 Takipçiler
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bldVortex
bldVortex@HLS_dev·
Took some time away and made the call to pause my @hytopia RPG for the moment. Still proud of the progress—wanted to share a little gameplay 💙
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Summer Plays
Summer Plays@_summer_plays_·
@HLS_dev your r/place MMO demo was great, imagine that but capybaras
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Summer Plays
Summer Plays@_summer_plays_·
they say vibe coded threejs games are just demos no one plays. so i vibe coded a @threejs capybara simulator in 1 day, 48,000 people played it. now running a $1,000 hackathon for whoever builds the best remix. repo is open source, deadline march 26. rules in the thread.
Summer Plays@_summer_plays_

Google AI Studio just mass fired your backend team. lucky for you i need game devs. $1,000 to whoever makes the best capybara simulator version. i vibe coded capybara simulator. one HTML file. 48,000 players. deadline: March 26, 2026. rules in the thread.

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@levelsio
@levelsio@levelsio·
Vibe Jam 2026 soon... 😊 Get ready!!!
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Cal
Cal@HiThereImCal·
@HLS_dev @threejs As a professional Unity dev who went from game dev to academia (Still use Unity daily!) it is legitimately like having time wasting chains unbound from me. I can't wait to see how this continues!
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Aaron Wacker
Aaron Wacker@Aaron_Wacker·
@HLS_dev @threejs Amazing level of detail on the zoom. Your progressive detail substitute in 3d is really beautiful ❤️
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Carlos Rios
Carlos Rios@CarlosRiosTX·
@HLS_dev @threejs Thats awesome! The variety and complexity looks nice, honestly kind of a surprise that you go from a pixel looking mesh to trees.
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Kektorius Maximus Pepe
Kektorius Maximus Pepe@master_0f_logic·
@HLS_dev @threejs he closed it so you can only play it if you have it downloaded/added to your steam library he took the hate to serious and left basically.
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bldVortex
bldVortex@HLS_dev·
@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 🤘
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bldVortex
bldVortex@HLS_dev·
@zacxbt @0x_Something Thanks, doo it!. Yeah big fan of Retro Evolved 2. Logged ton of hours in Pacifism mode lol
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bldVortex
bldVortex@HLS_dev·
Been working on a crazy idea (more soon) last few days but wanted to post some progress on Geo Force. Ended up Using swarms as Events! Added moving safe zones and bomb power ups! shoutout @0x_Something for the ideas! #indiedev #gamedev #solodev #webgpu
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Sophie River
Sophie River@earth__sophie·
@HLS_dev @threejs This looks magnificent! Love how three.js brings such verdant, communal spaces to life.
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bldVortex
bldVortex@HLS_dev·
@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!
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bldVortex
bldVortex@HLS_dev·
@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.
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Cal
Cal@HiThereImCal·
@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/
Cal tweet media
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bldVortex
bldVortex@HLS_dev·
@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.
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Carlos Rios
Carlos Rios@CarlosRiosTX·
@HLS_dev @threejs Honestly this looks awesome. Is the sphere using a texture or is all of that generated along with the terrain?
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bldVortex
bldVortex@HLS_dev·
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.
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dbeek
dbeek@dbeeking·
@HLS_dev @threejs Cool demo! From a geospatial/game systems angle.. curious what the world model looks like under the hood? For something like this, the real scaling challenge usually becomes tiled/chunked world state / delta sync / efficient texture or region updates more than raw render.
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Kiro Team
Kiro Team@KiroTeamGames·
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
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Immature
Immature@ImmatureGamer·
Game devs overthink this way too much. Just publish the game. Worst case, nobody plays it. Best case, it blows up and changes everything. You’ll never know which one it is unless you ship it.
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Gamer Section Media
Gamer Section Media@TheGamerSection·
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
Gamer Section Media tweet media
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Techartist
Techartist@techartist_·
Built game-style VFX in the browser without a game engine Capsule the kid vs Sphere the evil mayor in a final showdown Powered by Three.js + custom GLSL shaders 3 attack phases Charge → Slash → Impact Features 3 color themes and a dynamic HUD
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