We built an original skateboarding game in under 48 hours with AI agents.
Flick to pop and flip. The board moves by physics. Two parks at golden hour.
Every lesson from the build is open source, written for your AI to read.
If your players ask for a change, ship it that weekend. A copy can't keep up with that.
When it's ready to share, NotesMosaic plays it in the browser and one link puts friends in the same game: https://t.co/ZdEwBkn0oV
Indie studios are pulling their public demos during Steam Next Fest, because AI could clone their games before launch.
Kotaku calls handing the public a playable build "an extremely high-risk move" now.
How it got here, and what to do instead π§΅
From the reel: "Even if someone clones your game, they cannot replicate your reputation or the connection that you have with your core audience."
Pulling the demo hides the game from the people who'd defend it. Show them early: a closed playtest, a Discord, weekly updates.
Repo, with every lesson in full: https://t.co/9YqeeTwoLV
Building your own browser game? NotesMosaic plays it in the browser with no download: https://t.co/ZdEwBkmszn
Gran Turismo 4 runs at full speed in Chrome now, on a laptop's integrated GPU. The PS2 code is translated to WebAssembly before you play.
The four speed fixes in its README work for any browser game π§΅
In 2000 a US appeals court ruled that Connectix copying Sony's PlayStation BIOS while building an emulator was fair use (Sony v. Connectix).
Study the method, keep their game theirs, and use what you learn on your own.
@austinskhosana_@threejs If the case is headed for phones, cap the pixel ratio at 2. A 3x iPhone draws 9x the pixels of a 1x screen in every full-screen pass, and a game we ported asked one for 569 MB when the ratio got applied twice.
@dammafra@bruno_simon@threejs@reactthreefiber Tiles that become the lobby is a fun trick. One thing that helps a lobby game spread: put the room code in the link, so a shared link drops a friend straight into your room. That's how we do rooms in the browser.
@georgeranch If Clay's sim runs in wasm, one fix from the PS2-in-the-browser project fits: run it in a worker so the page thread only feeds the GPU, and yield through MessageChannel (nested setTimeout clamps to 4 ms). That held their race at a steady 50 fps. We wrote up all four fixes today.