Matthew Collison

278 posts

Matthew Collison

Matthew Collison

@MrCollison

Coding, designing & building web experiences for 14 years. Building with Laravel, Tailwind, Vue & AWS 🚀 Too much beard

Tham gia Temmuz 2022
191 Đang theo dõi63 Người theo dõi
Denis Bondarev
Denis Bondarev@denisbondare·
@MrCollison Hahaha this looks super fun! The cook pulled a John Cena move right on time
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Matthew Collison
Matthew Collison@MrCollison·
#vibejam Day 10 - graphics polish ✅ Added HDR maps, improved the lighting directions/shadows, made the camera lerping/distance feel smoother. I'm not touching the graphics anymore! Onto 2 new maps, a finalised multiplayer UI, and a fun tutorial level I have in mind...
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Matthew Collison
Matthew Collison@MrCollison·
@kr0der ~100 prompts, Claude 4.6 Sonnet, I started 10 days ago. Should I add Claude and Codex hats? 🤣 (you should see the first version... haha)
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Anthony Kroeger
Anthony Kroeger@kr0der·
GPT 5.5 just created a 3D minigame where you play as Codex and beat up Claude this took 2 prompts. it's nothing crazy but i'm kinda impressed how decent AI is at using threejs now, i remember trying last year and the results weren't great 💀
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Matthew Collison
Matthew Collison@MrCollison·
@did0f A) right? If we’re saying bake the scene’s shadows but keep the player’s dynamic? As long as there’s no day night cycle, if there is, it’s B) I think
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Francesco Di Donato
Quick poll for #gamedev folks. Mostly static scene. ONE character moves. How do you handle shadows? a) Split casters across two shadow-casting lights (one cached, one live) b) Keep `autoUpdate = true`, lower shadow-map resolution c) Cache once, accept wrong NPC shadow pose d) Other Tradeoffs in the post didof.dev/en/blog/threej…
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Ibrahim Boona
Ibrahim Boona@boona11·
Just submitted Tiny Hamlet to @cursor_ai x @levelsio #VibeJam 2026 🏡 Build your own cozy little village in the browser ; walls, roofs, fences, campfires, NPCs wandering around, day/night cycle. Multiplayer too. No downloads. No login. Just vibes. 👉 tinyhamlet.net
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Matthew Collison
Matthew Collison@MrCollison·
I'm also working on a new brand map (and playing around with those amazing generated PBR textures 😍)
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Matthew Collison
Matthew Collison@MrCollison·
#vibejam D9: Graphics I'm happy with the gameplay, so I'm focusing on maps+visuals. - Anamorphic Bloom (a kind of horizontal lens flare) - Soft Motion Blur - TRAA (Smoother anti aliasing IMO) - 3D LUT - PBR Meteors - Realtime shadows And ~4 FPS impact (220 AVG down to 216!!)
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Matthew Collison
Matthew Collison@MrCollison·
It's the little things that add up - here is the same map before those visual changes (+ the old UI) The difference is night and day!!! It was so washed out and lifeless
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Matthew Collison
Matthew Collison@MrCollison·
There it is! (at least from a 2 min playtest it feels like it)
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Matthew Collison
Matthew Collison@MrCollison·
#vibejam Day 8... Multiplayer Pain 😫 There's some core render-loop issue in the game that I missed Yesterday's multiplayer was a red herring for something else going on under the hood... Some perfect 367ms delay, even on <1ms ping Wish me luck!
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bytes
bytes@just_in_bytes·
@MrCollison @colyseus I'm in the same boat! I started with a go server and very quickly did a rewrite to @colyseus. Still getting a bit of lag tho. Is this going to be only 4 player?
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Matthew Collison
Matthew Collison@MrCollison·
#vibejam Day 7: Online Multiplayer ✅ Thanks to @colyseus for being the framework for the (third) vibe-server-rebuild ✅ Clean local movement ✅ Synced States ✅ Working Spectator ✅ NPCs But there are bugs to sort: ❌ Start-round local wiggle ❌ 200ms~ behind sync at times
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Matthew Collison
Matthew Collison@MrCollison·
@just_in_bytes @colyseus I just got off work and had a play and I noticed it’s masking some massive 300ms delay 😬 I think 8 play will end up being the limit when I’m done with it - that’s the aim!
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Matthew Collison
Matthew Collison@MrCollison·
@did0f Sort of bloomy, soft too shading with no outlines and a little bit of atmospheric haze. It does look amazing
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Matthew Collison
Matthew Collison@MrCollison·
@did0f @colyseus Thanks! Yep, it’s kind of like cell shading but the shader outline is heavily on the outside rather than on all surfaces
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Matthew Collison
Matthew Collison@MrCollison·
#vibejam Day 7 - Multiplayer Fixes (+sus green dude gathering) ✅ 200ms desync is GONE - on low ping it feels like LAN. this clip is my server hosted on @colyseus cloud - on WiFi!) ✅ Start round wiggle fixed Still some funky business to fix with the bones but otherwise great!
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Matthew Collison
Matthew Collison@MrCollison·
@alhuissi @colyseus It bloody is Add ragdoll physics to that + dynamic levels then 😵‍💫 But I finally cracked it... I'll have an update tomorrow evening. Perhaps even a link!!
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MyMoonEnt
MyMoonEnt@MyMoonEnt·
@mrcollison @colyseus Ahaha no worries im too learniing with claude, im just regurgitating what he fixed for my case too ahah
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Matthew Collison
Matthew Collison@MrCollison·
@pranviskidding The whole player (and all other physics) uses Rapier.js - it works beautifully with Three.JS The punch is a violent push forward and a snap back (to stop it dragging the player forward)
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Pranav
Pranav@pranviskidding·
@mrcollison Hey Matthew, just wondering how you achieved the punch action of your ragdoll. Also is it completely made in threejs??
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Matthew Collison
Matthew Collison@MrCollison·
#vibejam Day 6: ok multiplayer sync is perfect (80ms simulated ping) - how is it this good?? I think the moon/sun map AI needs some work though 🤣
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al
al@alhuissi·
@mrcollison @colyseus looks smooth! I'm fighting with multiplayer for my game right now
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