Indie OSS developer making @colyseus • Sponsored by @scorewarriorcom @pixels_online @peterkharitonov @poki @OfficialBloxd @wavedash and more 💖

Joined September 2008
321 Photos and videos
Jun 12
🟨 claude 🟪 me super fun watching the bot Claude wrote debug lag compensation at the end it looks like a bug when 🟥 dies, but it’s actually correct “favor the shooter” logic - the server confirms the kill from the bot’s rewound (lag-compensated) view
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Jun 11
most coders out there are scared because it was never been about coding... (me included)
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Jun 11
sneak peek 👀 @colyseus is getting a brand new plugin system here's a real-time collaborative docs powered by @kevin_jahns' Yjs CRDT - synced through Colyseus rooms open-sourcing soon!
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Endel retweeted
Para a comunidade brasileira de desenvolvedores de jogos: Se você está descobrindo o Defold ou já está usando o engine para criar seus jogos, temos uma boa notícia: o Defold Editor está disponível em português. 🧡💙 Queremos tornar o Defold cada vez mais acessível para desenvolvedores do mundo todo — e ficamos muito felizes em ver mais pessoas do Brasil criando, aprendendo e compartilhando conhecimento com a comunidade. O Defold é gratuito, source available, leve e eficiente — uma ótima escolha para criar jogos para web, mobile, desktop e outras plataformas. Obrigado por fazerem parte da nossa comunidade. Estamos animados para ver cada vez mais jogos #MadeWithDefold vindo do Brasil! #MadeWithDefold #gamedev #indiedev #gamedevbr #jogosindie
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Jun 5
SlopStrike 0.18 update: both clients under 250ms ping, rewind netcode seems to be doing well 🔥
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Jun 3
can't wait to share how the prediction APIs are shaping up for @colyseus - I think this is going to be a game changer for the project! first iteration probably won’t be perfect, but I’m really liking the direction it’s taking so far!
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Endel retweeted
You can ship any idea by Friday now. Which makes the idea worth nothing. So the only question left is: did anyone need it – or did you just have fun building it?
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Jun 2
I was DDoS'd for the very 1st time today...
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May 29
colyseus 0.18 is too dangerous to be released to the public... Claude Opus 4.8 one shotted de_dust2
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Endel retweeted
We’re open-sourcing Stem Studio, our 3JS game engine today. This is a browser-based 3D multiplayer game engine and dev studio based on the idea that game dev should become more open, remixable, and web-native. AI will make it easier to create games. But shared building blocks will make it easier for developers to build on top of each other. Stem Studio is MIT licensed, JavaScript-based, and built for browser multiplayer 3D worlds. Code is here: buildwithstem.com Fork it, break it, remix it, and show us what you make.

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Endel retweeted
RELEASED: Gaussian Splat multiplayer demo is live. Drop into a scanned scene with our Final Drop controller: combat, weapons, bots, friend-vs-friend networking, realtime shadows, and light occlusion. Built with PlayCanvas, link in 🧵
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May 26
yes
Every software engineer is a failed musician
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Endel retweeted
Casually rendering ~a hundred million triangles, in the browser. All thanks to @sea3dformat's cool Nanite-style renderer for @threejs. I've added GLB-to-meshlet and PBR rendering to it, very exciting to see where this is going!
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May 14
version 0.18 of @colyseus is probably going to be the last before 1.0 doing so many experiments for 0.18: built-in database tool (@DrizzleORM), admin panel, and built-in prediction tools hopefully after feedback and iteration of what's new in 0.18 we can call it 1.0
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Endel retweeted
Love this post by @antirez on developing Redis Array support. Its a great showcase of thoughtful AI usage and how AI can empower even the best developers while still producing high quality work. antirez.com/news/164

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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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Apr 29
If you're coming to GAMESCOM LATAM, let's meet!! 💖
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Apr 22
i feel bad my handwritten good looking and readable code performs worse than not-so-readable and weird-looking AI-driven code🥲 readability matters, but performance usually must come first
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Endel retweeted
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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Endel retweeted
navcat v0.3.0 and crashcat v0.0.4 on npm now! navcat gets new features - shape rasterization apis, raycast shortcut optimization for findNodePath. crashcat gets fixes and QOL changes, new debug viz apis. The majority of navcat PRs for this version were community contribs 🙏❤️
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