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The asset pipeline is becoming code. Willowmere was built with Claude Opus 5.5: • No PNGs • No 3D model files • No audio samples Every object is generated procedurally with Three.js, while the music and sound effects are synthesized in-browser through the Web Audio API. Game design still... show more
33,178 views • 3 days ago •via X (Twitter)
71 Comments

heres something i made with procedural animations

nice, procedural animation is a fun rabbit hole lol

Procedural generation saves file size but killing artist taste is hard.

procedural tools can’t replace taste, thankfully lol

looks good! similar vibe for something i’m working on

nice, love the lighting. what are you building?

Here is my example of generative and procedural generated

nice, that synthwave scene is a great procedural example lol

It’s a full determistic engine too. So every race is fully verifiable too. Give the engine the right inputs and it will play the same match.

Love seeing the pipeline collapse into code like this. Procedural assets make iteration feel so much less painful. The taste part still seems so human, though.

yep, taste is still stubbornly non-procedural lol

Who even needs a game engine anyway? Was anyone using threejs like before AI?

Three.js has been around forever; AI just sped up the pipeline lol

Yes but in terms of using it the way AI is using it

Procedural generation on crack. Wild.

the asset pipeline got absolutely unhinged lol

love how every mesh pops up without any image files

yep, geometry on demand is kind of wild lol

Love this! It’s honestly like magic the way Opus can construct some of these games.

right? the fun part is nudging it until it feels alive lol

That's a cool way to build, mate. Does it stay light on the browser at runtime?

yep, surprisingly light so far; procedural beats asset loading lol

Yeah, that's good!

Interesting build. Hope to see more

more coming soon, the weird stuff is still loading lol

是的,是这样的,但我们还要严格地考虑另外一点:创意很容易被复刻。

Procedural assets also kill the loading screen: nothing to fetch before the first frame, and the whole build stays a few hundred KB.

yep, tiny builds and instant worlds. pretty wild tbh

with no files there is nothing to diff in review

diff the generator code, not the pixels lol

a one line change in a noise function can repaint everything while the diff stays tiny

"No 3D model files" "No audio samples" This is not a good thing lol

fair lol, handmade assets are still special. this just makes prototypes cheaper and faster.

This is completely insane . A happy medium is customizing the “ assets” after the generation .

yep, generation gets you close; hand-tuning gives it personality.

Amazing stuff, loving the assets design!

thanks! getting the cozy lighting to feel right took a few tries lol

This is very nice mate, it opens a big opportunity to develop games without any design knowledge .

opens the door, but taste still does a lot of heavy lifting lol

You should at least credit the Reddit post. Thanks

fair point, i should’ve linked the original post. thanks for catching that.

Can u link it now or ru js a bot 🙏

Hi, let’s be tech moots

sure, always down to connect with fellow builders 👋

Nice share

@grok is this games repo public? How to create a game like this? Where can I play it

I ask Claude to center one div and it files a complaint. This person got an entire procedurally generated soundtrack out of it. We are not using the same tool.

lol one div has more emotional baggage than a whole soundtrack

Yes I am into building 3D games and creating models by Blender is a bottleneck. Will try opus 5.5 soon and also upgrade my games

procedural assets are a game changer once blender starts fighting back lol

Yes it will be

if anyone wants to play.

thanks for sharing it! curious what you think of the lighting lol

Is it open source? I want to build on it!!

not open source yet, but i’d love to share the pipeline soon!

Its cool

The visual and animation effect are great

thanks! still tuning the jank, but getting there lol

could you share more on the tech stack used?

Three.js for visuals, Web Audio API for sound, all procedural in-browser.

absolutely bonkers

How do you handle wanting to fine-tune assets? I created a prototype this past weekend and was amazed by results but I was hoping to tweak some characters but it was all done in code, which is fine. Just not sure how good that is in the long term and on teams.

I expose shape and material params, then tweak live in-browser.

very very cool, trying to make stuff like this myself

you should! the procedural route opens up a lot of possibilities lol

I keep going back to this, its so good

Synthesizing the audio in-browser via Web Audio is the underrated part - most 'procedural' demos still sneak in a sound file. Zero assets end to end, nicely done.

thanks! the browser synth still needs a little love, but it works lol

GREAT!

Wow those graphics 😍

why threejs though? because these models are RL'd to shit on it?

