Been trying Blender MCP with Claude Code. A few hours later I have a nice looking space craft. No concept images, just a 2 hour back and fourth with the AI. #gamedev#indiedev#virtual3D image 3 is a warehouse scene I made using it also this morning.
A warehouse scene took 2 prompts. A spaceship took a 2-hour back and forth.
@StarSignalDev made both with Blender MCP and Claude Code. Their C# Vulkan engine, Virtual3D, takes the FBX plus textures.
Blender MCP runs AI-written Python inside Blender, so save first.
@gamedevaitools Yes, the warehouse took only two prompts, the ship was more involved. Virtual3D can import fbx, so all you need are the textures and the fbx.
@progerallworld Yes I could upload such a small video for you later today. It automatically reloads your previous scene when starting the editor, including previous camera orientation. And after play, resets to before play.
@TalesOfEmberTCG Yes. The engine and GUI are both entirely in C#, but our scripting language actually uses IL/AOT so it's performance is similar to native C#.
Spent a few days optimizing the engine/reslang etc. Now, in editor, no scene it runs at over 1200fps(image 1) and in game with hud etc at runs at over 400fps(image 2). #gamedev#indiedev#virtual3D
Improved the gui. better look for docked windows, and improved the title bar/tabs section. Also window now has fully windows 11 style rounded corners when not full screen and custom title bar. #gamedev#indiedev#virtual3D
Implemented GClasses in ResonanceLang. This use GPU acceleration(Vulkan compute) to perform high perf-data processing directly in your classes. #gamedev#indiedev#virtual3D - also res vsix for vs code.
Been working on ResonanceLang. A full scripting solution for those who would prefer this over C#. It fully integrates with the C# engine(You can acess any via a host bridge) - It has classes, arrays, operator overloading, modules etc #gamedev#indiedev#virtual3D