@onlyrj.tech: Built a FULL 3rd-person jungle shooter GAME using @Claude Fable 5.1 🎮 Workflow breakdown: 1️⃣ Claude Fable 5.1 + Blender for the Python code & map setup 2️⃣ Tripo3D for the custom smart mesh character 3️⃣ Mixamo for game-ready movement & animations Is AI x Blender changing indie game dev forever? #claude #blender3d #gamedevelopment #aitools #indiegamedev
Game engines are already prebuilt with third person shooters in them. You click a few menus and you get third person shooters with grassy terrain. Not add a few trees and you have what you just made. It’s not impressive at all
2026-09-08 04:09:47
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GameTok :
That's a great game... out of curiosity, how much did it cost with Claude and how long did it take?
2026-09-08 04:43:29
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OnlyRJ | Digital Artist :
Game Prompt: Build a browser-based third-person shooter game using Three.js. Here's the spec:
Setup: Use Vite for the dev server and project structure. Load these GLB models from /assets/models/: hero.glb (player character), enemy.glb (masked enemy soldier), rifle.glb (green laser weapon), environment.glb (the level/scene).
Player movement: WASD keys move the hero character relative to the camera direction (W = forward relative to where the camera is facing, not world-forward). Movement should be smooth with basic acceleration/deceleration, not instant. Character should rotate to face the movement direction.
Camera: Third-person camera positioned behind and slightly above the hero, following at a fixed offset with smooth damping/lag so it doesn't feel rigid. Mouse movement should orbit the camera around the character (basic third-person shooter camera control).
Shooting: Left mouse click fires a green laser projectile from the rifle's muzzle position in the direction the camera/player is facing. Projectiles should travel forward, use a raycast or simple physics-based collision to detect hits against enemies, and despawn after a set distance or on hit. Attach the rifle model to the hero's hand bone/socket so it moves with the character.
Enemies: Spawn enemy.glb instances at set points around the environment. Each enemy should continuously path/move toward the player's current position (basic chase AI — doesn't need pathfinding around obstacles yet, direct-toward-player movement is fine for v1). Enemies deal damage to the player on contact. Enemies take damage from laser hits and are removed after 2-3 hits.
Game state: Player has a health value (start at 100, displayed as a HUD bar) that decreases when enemies make contact. Track and display a score/kill counter. Include a simple game-over state (screen overlay + restart button) when player health reaches 0.
Environment: Load environment.glb as the level geometry. Add basic ground collision so the player and enemies can't fall through the floor.
Set up the project so I can run it locally with npm and see it in the browser immediately.
2026-09-07 17:04:20
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Colorblind :
Try astra
2026-09-08 00:08:22
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Bobif :
Try astra
2026-09-07 17:49:08
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Aurealis :
jump
2026-09-07 17:11:53
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glok :
Claude is shit man 😂😂😂😂
2026-09-09 08:53:30
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