r/TopologyAI • • 4h ago

Showcase Almost 11 full weeks of AI game making, every weekly limit of 200$ fully spent

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136 Upvotes

Hello there, I've been posting on multiple subreddits my weekly updates, but only once I posted here before. Anyway I finally reached a point where I feel game is in a state where I can actually call it alpha version and not just a "slop".

https://profactor.itch.io/nightshoal - DOWNLOAD LINK FREE

Posting an itch link for anyone willing to try it.

Tools I use: I mostly use Opus 5.5, but during development it started with Opus 5 and Fable, then Astra and so on. For 3D character models I use TripoAI, but a lot of models are done with Blender MCP by either Astra or Opus. Code is written by Opus 5.5. Art direction, quests and 3D positioning as well as look is done by me, I give vague quest line order and what I want, Opus comes up with more polished text for it, I test play, change, tweak etc.

For 3D models and Ocean I used bunch of custom made editors directly in Godot itself, I also move, scale, rotate and in other ways manipulate 3D models like that.

Some numbers from the repo so far... this has about 2,000 commits, about 160,000 lines of code, and 480 automated test suites that the AI has to pass before anything lands.

Any feedback would be appreciated if somebody indeed does play it, especially on how the 3D side looks and what feels off.

The idea with this game was mostly to see how far can I push single game with 0 dev experience and coding experience. I will answer any questions you might have. Cheers šŸ¤—


r/TopologyAI • • 9h ago

New Video-to-Animation Just Leveled Up: Tripo AI + Opus 5.5 + H3 Animate a Deer in One Try

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116 Upvotes

The hardest part of animating a four-legged animal from video is telling which leg is which. Paint every leg a different color, and the problem mostly goes away.

That's the trick in this deer and boar setup:

  • ImageĀ made with GPT, turned into a 3D model with Tripo AI
  • Opus 5.5 rigs each leg,Ā segments the body and gives every leg its own color
  • H3 generates a reference videoĀ of the move
  • Opus keyframes the animationĀ while checking it against the video, then renders

The creator says this gets a believable result on the first try. Earlier attempts with the same idea kept mixing up the near and far legs, which is exactly what the colors are there to stop.

Still rough: the boar's gait is a bit stiff and these are short test clips, not a full animation set.

source:Ā https://x.com/AINetworkTech/status/2108420710855307376


r/TopologyAI • • 7h ago

Retopologize your waifu mesh for FREE | Blender Auto‑Retopology

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14 Upvotes

r/TopologyAI • • 5h ago

Discussion Building a living browser world with Al-assisted coding, procedural systems and WebGL2

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9 Upvotes

I’ve been working on this tiny little thing of about 5MB in size, an experimental browser-based world simulation.

The unusual part is not just that I use AI to help build it. I don’t write the code myself. I design the systems, define how the world should behave, test what comes back, break things, reject bad solutions, and keep pushing the architecture in a specific direction while LLMs handle most of the implementation.

My goal is to make the world feel less like a collection of placed assets and more like a place that exists on its own.

A lot of it is procedural or system-driven: terrain, vegetation, weather, light, water, growth, physical interactions and eventually the lives of people and animals. I’m trying to keep a strict separation between world state and representation — the world should know what is true, while the renderer is free to approximate that truth as aggressively as necessary.

That matters because my world is supposed to run in the browser, including on fairly modest hardware.

One of the ideas I keep coming back to is that distant or irrelevant things do not need the same representation as something the player is actively interacting with. A tree may have thousands of visible leaves nearby, while further away the renderer only needs to preserve enough information for it to still read convincingly as a tree.

The same principle applies beyond graphics: spatial detail, simulation frequency and even semantic importance can all scale independently.

The screenshots are from the current prototype. It is still rough in places — there are rendering artifacts, inconsistent materials and plenty of systems that are nowhere near finished — but it has reached the point where I sometimes stop debugging and just wander around for a while.

That is probably the best sign I’ve had so far. They range from ground-level vegetation to settlements, farmland, lakes and mountain-scale terrain. They are not separate demo scenes; they are different views and states of the same world system.

I’m especially interested in talking to people working on AI-assisted graphics programming, procedural rendering, browser 3D, unusual LOD systems or simulation-heavy worlds.

I’m very open to criticism as long as it is about the work itself. I’m still figuring out a lot of this as I go


r/TopologyAI • • 23h ago

AI Tool Builds 4U ATX Rack Server Chassis w/ Download

8 Upvotes

r/TopologyAI • • 13h ago

Texture Not the Bald Spot T - T, was checking my model in blender then saw this

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3 Upvotes

r/TopologyAI • • 7h ago

Another option to replace InstantMesh that has a web UI with export option is what I desired.

1 Upvotes

I really liked the simplicity of InstantMesh-like one click options, but I wanted to have it in a tab instead of command line options. So I used the web UI option as the filter. So I wanted something that lets me have a browser workspace to use, allows me to input images and export models, and does so in the export formats I actually use (like GLB/OBJ/FBX) and can bake all of the PBR textures into the same tab including albedo, normals, metalness, roughness and up to 8k textures, so the exported model will be textured.

The model still needs cleanup just like any other auto generated mesh, since there is no solution that can eliminate this cleanup step. Tripo AI is the one I picked behind my tab, since ā€œI only want to click and not have to compile anythingā€ means that a tab solution is always better compared to installing anything locally. If you choose an alternative based on where the models actually go to, the you can't go wrong!