作者分享了利用 Claude 编写代码实现程序化纹理与 WebGL2 渲染的完整工作流,为 AI 辅助游戏开发提供了可复用的技术路径。
Same fox. Now it's actually 3D.
Not a game. A 30 second loop: he runs the cliff edge, climbs the wall, hops the stones over the pond, slides down the snow slope and lights the lantern.
I wanted the full pipeline in one place, so here is what is inside:
900 frames, every one rendered on a CPU, no GPU
about 2 seconds per frame
0 downloaded 3D models, 0 image generators
every rock, snow and pine texture is generated by code
original 30 second soundtrack that loops clean
One honest detail: I could not install three.js in my sandbox. So Claude wrote a small WebGL2 renderer instead: toon shading, ink outlines from depth, a painted mountain panorama, mist.
What made the biggest difference was not the model. It was the textures. My first pass looked like gray cardboard. The fix was layered rock with cracks, dry brush hatching in the shadows, rounded cliff edges and bump mapping.
To try it:
- Describe the route as data first (where he runs, jumps, climbs)
- Build the character rig, then the camera that follows him
- Generate textures with code, not prompts
- Make the loop seamless: frame 1800 equals frame 0
Bookmark this if you build with Claude.
Which scene should he run through next?
来源:kumo · x.com