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4 weeks ago, this AI-built fishing game barely existed Now it has a fully 3D harbor, dynamic water, day/night cycles, custom UI and an increasingly polished world Built mostly with Claude Code + Godot 3D models made through Blender MCP and Tripo 3D Images generated with ChatGPT Total cost... show more
77,364 просмотров • 24 дней назад •via X (Twitter)
Комментарии: 26

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garbagio

It looks great, the graphics and elements are professionally selected, it's surprising that it didn't cost much, I've already spent more on my game and it's still not finished.

Was this made by someone with zero knowledge? It seems too good for a total newbie.

the blender mcp bridge is the part that actually changes the math. without it youre paying an artist, not $300.

This looks so good! I have yet to try the blender mcp and tripo 3d This is the inspo I needed

Very nice results.

What did the Tripo meshes need before they were usable in Godot? Curious whether you retopo'd in Blender or just ran decimation, and how you handled collision shapes for the harbor props.

Four weeks and $300 for that harbor is impressive. The next wall is usually the characters, not the art. LLM dialogue reads great in a demo then falls apart when a player returns and nothing carried over. Per-player memory plus retrieval over your lore beats a bigger model.

@lifemademe Well, this is straight fire 🔥🔥💪💪

@RunnanPlays deja de dormir

$300, 0 users

Impressive !!!

did it handle the scene tree ok or did you end up wiring that by hand? that's where i assumed it would fall over

sweet, would love to have you publish it on our platform

Very cool I’m working on my own game and mostly using Claude and Adobe products. AI will allow the most creative game developers shine

That water looks incredibly polished

Gpui components

But I wanna ask... If using Tripo, why need blender as well? And if using the blender MCP, why need Tripo?

Whaaa this looks phenomenal.

it looks really bad... it's also ai slop which makes it worse... and the video quality is so low, it almost feels like this entire 'showcase' is just an ai generated video, the menus are weird, the text is going offscreen, the style is inconsistent, and the ai images... 🤮

too bad it looks like shit

The water looks really good for what i've seen in Godot. What are you using for that in Godot? Totally custom generated shader?

Curious which part needed the most correction. Most systems in a game tell you when they are wrong: water clips, physics breaks, the day night cycle jumps. UI is the one piece with no runtime signal. Nothing errors when a screen is confusing, so it stays polished not done.

beautiful

Looks very cool!!
