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I'm building Uverse: a browser-based game engine with collaboration, WebGPU rendering and native DirectX/Metal/Vulkan builds. 🚀 Here's its playable Character Template demo. 🕹️ Play this demo now: share.uverse.dev/qy3XGQUksI2o... 👇 More below #gamedev #webdev #screenshotsaturday #indiegame

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The goal behind Uverse is to bring browser-based development, collaboration and native releases into one engine. Playable sharing is part of that workflow: someone can try your game without needing the editor or source project.

The browser is where you build. Your game can run on the web or as a native build using DirectX, Metal or Vulkan. Collaboration is part of that vision too: I want Uverse to support making games together, alongside building them on your own.

This Character Template is a playable example of what I'm building toward: interactive water, foot IK etc. and a full sample level, running alongside the editor. (More updates coming!) You can try it on the web or download Windows and macOS builds. (See main post! ☝)

This is impressive. Bridging WebGPU and native backends is the holy grail for browser-based engines. Have you considered integrating AI-driven asset generation into the editor workflow yet?

Yes I do! Actually, I have implemented a prototype for it. Unfortunately, right now the Open-Models of AI for generating 3d models isn't that great yet. But as for the Level Design + Game Code logic itself, I'm currently cooking about this. B)

Smart move. 3D assets are lagging, but LLMs are elite at structured data. Mapping natural language to JSON schemas for level layouts or logic scripts is a massive dev-velocity win. Excited to see what you're cooking!