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Vibe coding with Unreal Engine for the first time! Tripo CLI → Blender → Unreal Engine The animations and VFX are on a whole different level. The only downside? I can't deploy it directly to the web. I'll need to find somewhere to host the game so people can... show more
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you could solve that problem by porting it to @spawn

@spawn Thanks Majid ! I’m really thinking to try it in spawn.

This Tripo CLI → Blender → Unreal workflow is wild. The VFX and animations look incredible! Hope you find a good place to host it.

sent you a dm about a backend engineer who shipped and hosted his own browser game i can intro you to

That distribution tradeoff is exactly why I like browser games: someone can go from a link to playing.

Is browser play a hard requirement, or mostly a way to get people into a quick playtest? With combat this busy, I'd want feedback on how it feels to control before spending too long rebuilding the delivery path. A tiny downloadable arena could answer that first.

It’s mainly about making playtesting as frictionless as possible, not a hard requirement. Coming from web games, I really love being able to share a link and get instant feedback. But you’re right, validating the combat first with a small downloadable build probably makes more sense. Appreciate the advice!

did the Tripo models need much cleanup in Blender before importing into Unreal?

Not all. Tripo models went well.

this is looking dope Lucca, nice work. i think for this style of game having more control over the input optimization, and visual fidelity is worth losing the frictionless distribution. it's a real trade off, but it's going to feel way better to play on a native install.

Thanks Ian! Really appreciate it. I totally agree. The jump in visual fidelity and overall quality with Unreal has been insane. I just wish there were an easier way to let people jump in and play without having to download anything. That’s the one thing I really miss about web games.

yeah no denying that it's a hard trade off. curation is a real pita with digital distribution markets too (steam et al). i think you can find an audience tho, it just comes with some different hurdles.

how much tokens did you spend on this and which models

1 week limit on Claude opus 5.5 using the latest GH of unreal.

AAA quality fam 🔥

Slop

I love blender

Free on steam

This is where ue5 sucks

@AlexStLouis10

Yeah, the graphics rock. I still think web will overtake the old school engines in terms of graphics and animation in a short time though

Run it through pixel streaming create a website for it.

Really cool, keep at it chief!

Thanks ! Next step is upload the game :) and it’s funny because I thought people would not like what I’ve shown

when you build to your taste, you will be surprised. keep at it!

this is a — human. ;)

How are you guys building these games? Im trying to make codex build a simple 2d game and it sucks

Those VFX look insane 👀 Have you considered uploading a playable build to

scripting tripo cli into blender is clean, and since unreal dropped html5, are you eyeing pixel streaming?

That’s a great point! I haven’t explored Pixel Streaming yet, but it’s definitely something worth looking into. Being able to share a link and let people play instantly would be ideal. My main concerns are latency and hosting costs. Have you tried it?

latency mostly comes from distance, so regional gpu instances that spin up per session keep both in check

Whats your exactly workflow, really struggling with seeing progress with my Unreal Engine vibecoding project....

i use a similar set up. i love it

It’s a bazooka workflow

Try without engine at all. Faster, cheaper, better

There is a 50k competition for unreal

Diablo excellent

Holy shit

ditch unreal, ditch tripo

As always, insane!

If you’re testing you can do it with cloud flare and secure email login


