Post

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

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!

Can't wait! If you're scaling this, try using Zod or Pydantic for strict schema validation. It ensures the LLM's JSON matches your engine’s types perfectly—no more broken builds from bad coordinates. Good luck!

That's some good recommendation here! Thank you so much for the tips! I'll keep eyes on it!

0 reposts0 likes

Glad to help! Check out the 'Instructor' library next. It uses those schemas to auto-retry the LLM if validation fails. It’s the secret sauce for moving from a "cool demo" to a production-ready AI workflow. Happy building! 🚀