Built this fully in #threejs. Zero baked clips. whales, sharks, and fish schools are all procedural, turning, swimming, and banking in reaction to the world every frame. Notice how they flee smoothly from the cursor.
Link -> https://t.co/NgFFPSo1Qh
I built an open-source tool to fix something that drives me nuts.
You ask ChatGPT or Gemini for a game asset and get an image with a background baked in. Ask for transparency and you get... a fake checkerboard. Then you hunt for a background remover, then slice each sprite out by hand.
So I built Sprite Lab. Drop a spritesheet โ it auto-detects the backdrop (checkerboard, white, magenta, green), removes it cleanly with no halo, and slices every frame for you. Export as PNGs + a strip + manifest.
100% in your browser. No uploads, no AI model, no sign-up. Free and open source.
https://t.co/8isnJ8PpfS
#gamedev #indiegame
Your GLB is probably way too heavy.
AI models, scans, exports, they often land at 5โ60MB+ with millions of tris. Brutal for games, apps, and real-time 3D.
I built GLB Shrink to help the dev community fix this:
drop โ preview before/after โ download
Real test: 58 MB โ 869 KB (โ99%)
Draco + WebP. No Blender. No CLI.
Free & open source ๐ฎ
https://t.co/fe3MqDbfNK
#gamedev #indiegame
Thanks ๐ The biggest thing is that the art stops being static.
Trees can bend and react to the player. Characters can lose splats when damaged, dissolve, reform, absorb parts of the environment, or morph into other shapes. You can also zoom much closer without the usual sprite blur.
Iโm still exploring it, but I think it could open up both new visuals and new gameplay mechanics.
yesterday I turned a 2D character into thousands of living Gaussian splats.
today I built an entire 2D game scene with them.
trees, grass, flowers, particles, atmosphere, all made of splats. the foliage reacts as the character moves through the world.
I havenโt seen anyone build a complete 2D game scene this way yet. maybe there is tho!
tomorrow: rigging the character.
#gamedev #indiegame
what if 2D game art wasnโt pixels or frames but thousands of living Gaussian splats?
characters can melt and reform. lose splats when they take damage. zoom in forever without hitting a blur. animate without rigs or sprite sheets.
weโve built 2D games on fixed pixels for decades. the next era might be built from light.
still an early demo, but iโm going to turn this into a real tool for 2D game devs and open-source it on GitHub soon.
#gamedev #indiegame
@TeeCeeNn Sรญ, para efectos puntuales ya funciona muy bien. Lo que quiero explorar ahora es si las capas semรกnticas y la deformaciรณn procedural pueden aportar algo real a la animaciรณn general.