I'm developing a game, and it's not just about building castles.
Sand Island goes far beyond being a simple beach diorama. Here, you create your own beach and actually get to play and interact with it, with realistic water and sand. You can shape, sculpt, decorate, customize, and much more, all across two main game modes.
🏝️ Sandbox
Build, play meteorologist, decorate, shape, customize, and transform your island however you want.
🎣 Player
Fish, fly kites, ride boats, find treasures, and explore everything the island has to offer.
Sand Island is being developed using @threejs (obviously, it's the future 🙂).
All visible models in the game are procedural, created entirely through code!
Except for the cute little fish. Those are thanks to the wonderful @quaternius . ❤️
Sand Island will be available for wishlist soon, along with a demo on Steam.
Want to be notified when that happens?
Visit https://t.co/WJXXIHA2Xd and sign up. 🏝️
Thanks for the support! 🙏
Most of the AI use during development was focused on Claude Opus 5 and Fable, mainly for more and long complex tasks.
For assets and sounds, I used Gemini and ElevenLabs Sound Effects.
Other than that, most of the work was done manually. I built a lot of the shaders and models procedurally, mainly because AI often couldn't quite nail the result I was looking for, or the models ended up being poorly optimized for the game.
I'm developing a game, and it's not just about building castles.
Sand Island goes far beyond being a simple beach diorama. Here, you create your own beach and actually get to play and interact with it, with realistic water and sand. You can shape, sculpt, decorate, customize, and much more, all across two main game modes.
🏝️ Sandbox
Build, play meteorologist, decorate, shape, customize, and transform your island however you want.
🎣 Player
Fish, fly kites, ride boats, find treasures, and explore everything the island has to offer.
Sand Island is being developed using @threejs (obviously, it's the future 🙂).
All visible models in the game are procedural, created entirely through code!
Except for the cute little fish. Those are thanks to the wonderful @quaternius . ❤️
Sand Island will be available for wishlist soon, along with a demo on Steam.
Want to be notified when that happens?
Visit https://t.co/WJXXIHA2Xd and sign up. 🏝️
Thanks! 🙏
The water is Shallow Water Equations on a height field (https://t.co/HJWpw5LbDJ) depth at the cell centre, velocity on the faces between them, running entirely on the GPU as ping-ponged textures. Cells are always square, ~16.7 cm, and that doesn't change with map size: the grid grows instead, because the stability bound (CFL) is calibrated against a cell of one particular size.
And there are no textures on the water at all. The normal comes off the gradient of the field itself, and the colour is Fresnel deciding how much of the view is mirror and how much is window: the window is the scene refracted and dimmed by Beer-Lambert along the path, the mirror is the same analytic sky the dome is painted with.
a rockstar cobrou 100 dolares do jogo e bateram palma, ai eles cobraram uma assinatura da netflix pra você assistir um trailer, e baterem palma
agora acham ruim o cara ganhar a grana dele kkkkkkkkkkkk
defende o multi-bilionário ai
@birchcode@alightinastorm Yeah, it’s a headache; you can actually hit 144 fps, but without the option to use DLSS, FSR, DirectX, Ray Tracing, and the thousands of other features the graphics card offers but which the browser restricts.
@tanujDE3180 Easy. The frontend has an 18 TB file containing all GitHub users.
if (username === "admin") return "Already in use";
else if (username === "wlthedev") return "Already in use";
// ...plus 300 million more ifs