Founder @MarsCatsVoyage β’ Building games, worlds & community with @BattlePawss & @MetaZoku_com β’ Sharing what I learn using AI to bring ideas to life. π¨π¦
MCV turns five today
I wrote about what the next chapter looks like: today's reveal, the website, points, @othersidemeta, the arcade and Project R
Our Cats are becoming characters that can grow with the worlds around them
Read the full piece π https://t.co/ETDC9Pvc6w
DYSTOPIA is live π§
A rain-soaked noir cyber-city you can drive, fly and explore, running right in your browser on WebGPU. No install, no download.
βΆ https://t.co/M3Du7OUyiz
ββ WHAT YOU DO ββ
You patrol in SABLE, a flying spinner with a full first or 3rd person cockpit. Drive it, fly it, park it at the curb. Then launch KITE, your drone, for the close-ups and exploration.
The drone scanner identifies nearly everything: sky cars (plate, pilot, passengers), robots (operator, task, firmware), buildings (floors, tenants), shops, traffic signals, trains, trees.
ββ THE CITY ββ
Fully procedural and streamed in around you as you fly, 4 km across. Eight districts, each with its own street life:
Downtown Β· The Spires Β· Kabuki Neon Market Β· The Stacks Β· the Interchange Β· Southern Freight Β· Canal Ward Β· Black Harbour
β’ Fly KITE up to a lit window and the painted interior becomes a live 3D room, with floor plans that actually fit the building
β’ Fly straight in through the door of Kowalski's bar or The Carlyle hotel lobby: real interiors inside real buildings, no loading screens
β’ Sky traffic flies in lanes. Buses pull into SKY-STOP platforms, taxis drop at lit entrances, vans at loading hatches, MPD cruisers pull cars over, and none of it blocks the lane behind
β’ On the ground, androids and a robotic road fleet obey signals and queue at junctions: refuse trucks lift kerbside bins, heavy crawlers move with escort drones
β’ Freight trains with working level crossings, and a port with working cranes
ββ THE LOOK ββ
Think 5th Element meets Sin City. Low-key black night, form defined by light, rain on everything. A cinematic grade plus a graphic-novel noir mode (paper whites, rare color). Wet streets, street-lamp haze, close-range shadows, and nothing pops: every LOD change is a dithered crossfade.
ββ UNDER THE HOOD ββ
β’ three.js r186 Β· WebGPURenderer Β· TSL node shaders
β’ Rapier physics Β· Vite Β· TypeScript
β’ Deterministic generation: every city block is a pure function of (i, j, seed), built in Web Workers and streamed in tiers (massing β detail β physics β wet)
β’ ~630 render pipelines compiled up front: 0 shader compiles after boot, so no in-game hitching
ββ STILL a WIP ββ
The plan is to continue pushing the details and finish explorable interiors (there are a few already) of all buildings and then finalize the game side.
Best on desktop Chrome or Edge with a dedicated GPU (WebGPU required). Everything preloads up front so nothing hitches in game, so give it a minute to boot.
#threejs #WebGPU #gamedev #indiedev #cyberpunk #noir #procedural #creativecoding #Claude (#Opus 5.5)
@guidorosso@RyanSael π