Joined July 2020
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After 15 days of hard work, I'm happy to share my game for @levelsio's 2026 #vibejam The game is called Hollowlands and I'm trying my best on it. Learning a lot of new stuff in the process. My previous game development experience AI is a powerful combination that I honestly think it's underexplored by many. What used to take weeks of development now is being done in days, allowing me to focus more on the creative part of the process. Next step: Integrating multiplayer using @colyseus by @endel who's also a fellow brazilian 🇧🇷
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André → andreelias.dev retweeted
🚀 I'm launching r3f-webgpu-perf today! "npm i r3f-webgpu-perf" One thing I missed while working with WebGPU in React Three Fiber was a performance monitor similar to r3f-perf. The existing tool is fantastic, but it doesn’t support the WebGPU renderer yet. So I decided to build one. ✅ Supports both WebGL and WebGPU ✅ Modern and customizable UI ✅ Lightweight and easy to integrate ✅ Built specifically for React Three Fiber My goal is to turn r3f-webgpu-perf into more than just a metrics dashboard. I want it to become a learning tool that provides real-time optimization suggestions based on the techniques I’ve developed while building hundreds of interactive 3D projects over the last two decades. A vanilla Three.js version is also planned. If you’re building with Three.js, React Three Fiber, or WebGPU, I’d love for you to try it and share your feedback. ⭐ GitHub: github.com/ektogamat/r3f-web… 📦 NPM: npmjs.com/package/r3f-webgpu… Every GitHub star helps make the tool better for the entire community. #threejs #creativecoding #webgpu #r3f
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I'm going to teach you how to create a 3D browser game 🌐 I just started creating a Fall Guys clone with basic features of a game, like > Models > Animations > Physics & Movement > Basic logic It will be fully open source and free of charge. Stay tuned!
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Turns out my game is not in the top 25 of the #vibejam 😕 I'm very heartbroken because I really had high hopes for it. Anyhow, congratulations on the 25 games that were selected to move on, there are a lot of good games there 👏🏻
After 15 days of hard work, I'm happy to share my game for @levelsio's 2026 #vibejam The game is called Hollowlands and I'm trying my best on it. Learning a lot of new stuff in the process. My previous game development experience AI is a powerful combination that I honestly think it's underexplored by many. What used to take weeks of development now is being done in days, allowing me to focus more on the creative part of the process. Next step: Integrating multiplayer using @colyseus by @endel who's also a fellow brazilian 🇧🇷
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You can check the list with the top 25 here x.com/nicolamanzini/status/2…

I am live with Round 3 of judging the Vibe Jam of 2026 sponsored by @cursor_ai @boltdotnew @heyglif @tripoai @levelsio @s13k_ Join the stream here on X! x.com/i/broadcasts/1yJAPPqEX…
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I always wondered "What if I port my three.js game to Rust? Will it improve performance?" I finally ported it to both Rust Desktop and Rust WASM (that runs on the browser) Comparing the three.js version with the Rust desktop I had a clear winner: Rust desktop. But now I took the time to port it to the web using Web Assembly (WASM) And my conclusion is... A tie! Both versions averaged 42FPS (60FPS if running one at a time) So if your goal is to ship a web game, it doesn't even matter the tech you use. (Three.js is recommended because the ecossystem is huge though) As long you optmize well (Web workers, reduce triangles, draw calls, etc) you should be good to go. But in the event you want to ship a native game to publish on Steam a system language (Rust, C , etc) will be better for you. Now I want to port the three.js game to Desktop using Electron and see the results. I'll let you know. Btw, I'm open to new freelance projects. If you have anything for me, my DMs are open!
I tested Rust vs Javascript for games 🎮 I had this question recently and decided to port my Three.js game to Rust Desktop I'm still not able to reproduce the same look on both games but I believe that codewise they are very similar With both games running, the Rust version averages 37FPS while the Three.js version averages around 20FPS If I'm running one game at a time the FPS goes up considerably (60 FPS on both with power on) So the Rust version for Desktop has 85% increase in performance on my Macbook Pro M4 This comparision is basically comparing Browser vs Native, which is not completely fair So that's why I want to port the Rust version to WASM on the browser and benchmark again soon
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I just noticed that this latest benchmark has a higher FPS than the previous, that's because I did it with my laptop power on instead of battery only
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I tested Rust vs Javascript for games 🎮 I had this question recently and decided to port my Three.js game to Rust Desktop I'm still not able to reproduce the same look on both games but I believe that codewise they are very similar With both games running, the Rust version averages 37FPS while the Three.js version averages around 20FPS If I'm running one game at a time the FPS goes up considerably (60 FPS on both with power on) So the Rust version for Desktop has 85% increase in performance on my Macbook Pro M4 This comparision is basically comparing Browser vs Native, which is not completely fair So that's why I want to port the Rust version to WASM on the browser and benchmark again soon
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RT @levelsio: 🏆 The Vibe Jam of 2026 sponsored by @cursor_ai @boltdotnew @heyglif @tripoai is now being judged! Me and @s13k_ are no…
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I highly recommend every game dev to apply LUTs on their games. The difference is beyond words. But don't just take an existing LUT on the internet and use it. Instead: > Take a screenshot of your game, bring it to Photoshop/Pixelmator or any image editor a LUT default image (you can google it) > Do adjustments on color, saturation, highlights, shadows, etc. on both images until you're happy with how the game looks. > Import the LUT in the game as post-processing and you're done #threejs #vibejam #gamedev
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I recorded my process of building my game for @levelsio's 2026 #vibejam Then I did a timelapse of it 👇🏻 It's really fun to look back and see the game taking form Hollowlands is available to play now and I'd appreciate any feedbacks :)
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André → andreelias.dev retweeted
Hey #vibejam community Let’s support the jam by voting and leaving honest reviews for all the games. Every review helps devs improve, learn, and feel the love from the community. Review the games here: vibereview-one.vercel.app Shoutout to @levelsio and the judges @s13k_ @timsoret @NicolaManzini @edwinarbus for making this happen. Also to some of the devs creating awesome games for the jam: @itscoleblake @draftsyntax @Switch_900 @0xFerb @GuyGir1 @paledustgames @SoloDevelling @amaanth3one @bobmute2 @xirosstudio @VibeCreAI @swhan0329 @joshua_lyon @AnaRozeno @MarcosBren31124 @MrCollison @simerdinger_sol @VynseDev @andreeliasde
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I love attention to details 👇🏻 I applied a technique called Inverse Kinematics for my #vibejam game. It makes the legs of the character react to the environment and position themselves in a realistic way. My implementation is not perfect, but I liked the result. I bet you didn't know you could do this on the web with @threejs
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I've built a multiplayer survival game for the browser in 30 days and I didnt write a single line of code 🤯 So I'd like to write my notes about it once the deadline is done now. The last 20% of a project is indeed the hardest part of it all. In the last 2 days i've been working on the final version of Hollowlands for @levelsio's 2026 #vibejam I worked a lot! I fixed a lot of bugs, tested a lot playing with my wife. Fixed more bugs... But now, thank God, I have the final result! The game looks good, yes. I've spent half of the jam just tweaking every single detail of the procedural world generation. And It was worth it! The game still runs well on most devices and still has less than 20MB in size. Which is pretty impressive to me. The process of building was very straighforward: 1. I used @threejs React to create the game. Before I started I created a huge document defining every rule i'd like the codebase to be implemented upon. It had clean code rules, archtecture decisions, ECS principles (good for games), and so on. This helped a lot constrain the AI to maintain the code maintainable and separated into clear domains (systems). This document was made partially by me given my previous experience building web games (I've made a lot of mistakes in the past and made sure they will not repeat again) and partially AI suggesting best practices. 2. For every feature I prompted the AI, I was very specific on details that I'd like implemented. If I knew what I was doing, I was more specific on the "how" I wanted to be done. If I didnt know what was doing I first asked the AI to brainstorm possibilities with me, based on industry standards, pros and cons, and so on. Then I would decide what path to go. 3. Every single feature I used Leva for tweaking the values. So for example, the size of the trees, colors, distance between objects, animation speed, etc. Everything I have a slider that I can adjust. 4. To make the game look good I used @tripoai to create the models. To be honest it's not 100% perfect. If you check the character in game you can notice a few issues here and there (the arms lol), but I believe that it will keep getting better over time. 1 Year ago I tried and it wasnt even close to what it's now. Then I used a few post-processing shaders particles techniques to bring the "wow" factor. 5. I did only 1 feature at a time. And every change it was a commit with a clear message of what was done. This helped the AI fetch previous commit to understand what changed and know exactly what happened in the past. If I opened multiple terminals at once and blasted prompts the code and commit history would be a mess in a few days. And for every change the AI did, I asked it to do a Code Review of everything that was changed and look for violations on the document I wrote in the beggining defining the codebase guidelines. I realized that I pretty much applied software engineer principles using AI: Code, review and merge, code, review and merge... 6. On the last week I implemented the multiplayer using @colyseus which was pretty nice. I used AI to fetch the whole documentation and create a skill.md file that helped a lot. The creator of the framework @endel also did a extensive research on how real multiplayer games are implemented. It's open source and it was a gold mine for the AI to come up with the implementation for my game. You can ask him the link :) And that was it I think. I'm extremely tired now. The last 2 days was insane. The game's final version is not what I had in mind in the beginning of the jam. I had to cut a lot of cool features. But given the 30 days deadline I think it was a huge success. Hands down my best game ever made. Now I'll take a few days to rest and come back with more updates on the game. Maybe it can become a big deal in the future with more updates. Who knows. And in the event I win first place in this game jam, I'll use the money to fund my own game studio cover the expenses of my child that is going to be born in September :) Cheers guys! If you have any question, feel free to reach out. I'll answer every non-bot comment in here haha Note: The link to play is in my profile
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After 25 days working on my game for the #vibejam I'm glad to share the building system! Now you can: ✅ Build houses ✅ Set respawn position placing a bed ✅ Keep your items safe putting them in a chest ✅ Craft items in the workbench I'll share the link to play it tomorrow if everything goes well 🤞🏻
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I created my own VFX tool using AI for my #vibejam game. This is VERY important to make the game feel polished. The best part is that I can now create whatever VFX I want and have it in the game with just a click of a button. This is engine level stuff that I was able to create in just 1 day 🤯 Portals coming soon! @levelsio
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My game for @levelsio's 2026 #vibejam now has a combat system! ⚔ Combat in games is often very complex, devs spend weeks tweaking everything so it feels polished. I did mine with AI in just 1 day. And the result you can see in the video bellow. Now you can: ✅ Lock on targets ✅ Attack ✅ Roll to evade ✅ Loot But at this point I only have 6 days left, not weeks to polish everything. So I'll consider this good enough and move on to other features that I need to implement 😁 If you are interested in playing, bear with me, the game is not finished. In the next few days I should have an "MVP" ready and share a link. Thanks to everyone who's shouting out the game! PS: The game has several biomes, this video shows the desert one
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A sneak peek on the multiplayer mode I'm adding to my game for @levelsio's 2026 #vibejam I'm really happy with how this is turning out! Big shoutout to @colyseus for such a nice framework. I fetched the whole docs, created a colyseus-skill.md file and it's pretty much one shotting everything (still need some tweaks and testing, of course) I'm just not very happy with the single character model, it looks weird on multiplayer. I might add more if I get the time.
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Isso aqui eu não esperava kkkkkkkkkk Muito top!!!!
Replying to @andreeliasdev
Segue a tierlist depois de umas 10 partidas. Contribuição: @rxmosdev tiermaker.com/create/rinha-d…
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