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Ultrapolis is a cyberpunk city diorama game. Design and watch a neon cityscape erupt out of the earth. I’ve been working on this for over ten years, and a demo will be released in February 2027 at Steam Next Fest! 🔥
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Top five features from the comments implemented into Ultrapolis.
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Michael retweeted
Cheap cloud scattering approximation using tiny neural networks that I was working on a while back for our engine.

iPhone 12, 1080p @60+ fps
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I’m citymaxxing.

A nearly maxed out city in Ultrapolis at 4km sq full of buildings for testing framerate. It’s close, at 53fps on 3090, still optimizations remain.
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Michael retweeted
the gaze dome: a glass sky over the city. wherever the boids keep looking, contour rings build up from blue to red - together they map where the flock’s attention has gone over the last few seconds.
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Michael retweeted
Releasing crawlers today 🕷️⚠️ on @opensea x @dailydotxyz
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Michael retweeted
The experiment of the day with WebGPU and WGSL is focused a bit on realism with the theme of flowers, petals, grass, shadows and particles. 🌺✨ This is a much heavier one compared to my previous ones because of render quality, but check it out at bloom.bizar.ro.
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Aaaa got posted by legendary composer 🫠
Check this out! The photo mode is especially 🔥 Wishlist that hotness!

youtube.com/watch?v=xH3_62…
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Did you know? @SamHulick kindly lent alternate “Uncharted Worlds” take for 100,000 Stars stars.chromeexperiments.com I was directly inspired by the original ME track when making that project!!
Hellooo, new followers. Damn, that was quite a spike!

Hit this link for all the good stuff! link.samhulick.com/bio

It has the new Uncharted Worlds Extended Version, my Patreon link, and my latest single, Smoke & Mirrors.

I share all music-related news for free on Patreon!
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Replying to @mflux
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If this is a concern for you write in C# and compile to native dll. It can still be reverse engineered but certainly more difficult than simply opening in ILSpy. You also get performance benefits of removing JIT compilation.
Hey #godot friends I just made a quick test.

It is very easy to decompile a game made with #GODOT and gdscript.

the only security is this message from claude:

"Before I change anything, there’s one thing to check. The credits string says “Made by xxxx & yyyy”, and the scripts have the padded blank lines that decompiled Godot exports usually have. Together that suggests this is their commercial game, rather than code you wrote.
Is this changes something you’re doing with or for xxx & yyy, or with their OK?"

#gamedev #indiedev #AI
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Can we go back to talking about what cool shit we’re building instead of how it’s built? I don’t care if it’s llm or you built it with sticks and mud, it needs to be high quality and make your audience feel something. Somewhere we lost the plot of why we’re doing the thing.
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Replying to @mflux
I’m also jet lagged and shouting into the void 😴
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Michael retweeted
Making new friends 🕷️ soon on @opensea x @dailydotxyz
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Feasibility check for first person mode, textures need to hold up close but not lose the visual identity AND still run smooth. Found a nice balance with 16 pixels per meter which can still show details at street level.
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Here’s a vfx style break down of what goes into rendering every frame at 60fps in Ultrapolis
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Shigeru Miyamoto’s response to AI and game design.
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Michael retweeted
Been playing with taking data from Google Earth, processing it in Houdini, and running out photorealistc renders of distorted cityscapes.

(no AI used btw)
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I’ve prototyped this procgen building about a dozen times now and this is probably the iteration I’m the most satisfied with. At the end of the day it’s still modifying a prism so it’s limited, but for 90% of the buildings I want to portray it works out to quite a large variety.
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Implemented a full color grading and post processing UI for photo mode in Ultrapolis
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This highly requested feature was more challenging that I thought. The game visuals are all optimized for speed with loads of shader tricks and converting it to a usable 3D mesh which still looks like the game requires “in-optimizing” the meshes.
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