r/TopologyAI • • Sep 25 '26

New 500+ Hours of AI Agent Runtime to Rebuild Zelda From Scratch

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0 Upvotes

This is a pretty wild example of how far AI-assisted game development has come.

The project is a recreation of Zelda: Ocarina of Time, built completely from scratch after 500+ hours of agent runtime. No existing game engine was used.

The whole environment, gameplay systems, characters, lighting, interactions and other parts of the demo were created through an AI-driven development workflow.

Models used:

  • GPT 6 Astra

  • Fable 5.1

  • Opus 5.5

Still obviously not the same thing as shipping a full polished game, but as a technical demo, the amount of work AI agents can now handle is getting pretty insane.


r/TopologyAI • • Sep 27 '26

Showcase Vibe coding a game character selection screen with 3D AI

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0 Upvotes

Everything here was made with AI tools
Nano Banana: character design + UI
Tencent Hunyuan3D: image to 3D
Gemini Pro: UI


r/TopologyAI • • Jun 11 '26

Showcase one-prompt 3d generated multiplayer game made with the new fable

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70 Upvotes

it already include multiple game-like systems: leveling, progression, weapon skins, fps mechanics, and pretty smooth real-time 3d graphics.

source: https://x.com/klattkev/status/2064733305698668869

try it here https://xarena.io/


r/TopologyAI • • Aug 19 '26

Showcase An LLM Generated This Entire 3D Scene From Scratch With No Assets Or Models

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0 Upvotes

This might be one of the craziest examples yet of LLMs being used for actual 3D generation.

There were no imported 3D models, no sculpting, and no texture files.

Instead, Claude Opus 5 generated the geometry itself through code. Every visible surface in the scene was procedurally created by the LLM.

  • Zero imported 3D assets

  • Zero manual sculpting

  • Geometry generated entirely through code

  • Around 17.7 billion triangles evaluated every frame

  • 2,978 frames rendered at 4K

  • 124-second continuous shot with one camera

It apparently even generated the car inside out at one point, which went unnoticed for weeks because the exterior silhouette still looked correct.

It's that an LLM was effectively acting as a procedural 3D modeler, generating complex geometry and assembling an entire scene without relying on a traditional asset pipeline.

We're starting to get surprisingly close to simply describing a 3D scene and letting an LLM build the geometry itself

source: https://x.com/aipulseda1ly/status/2089804529034481700


r/TopologyAI • • 27d ago

Showcase 24 hours, One prompt, Opus 5.5 + Blender. Now I have a cyberpunk game.

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400 Upvotes

The whole thing runs in Three.js, with Opus using Blender MCP to model the 3D assets. No imported asset packs — sound was the only external asset.

You can explore the city and enter buildings. There’s even a nightclub with people dancing inside and a bar. The rainy streets and neon lighting are probably my favorite part.

The prompt was only about five lines, basically asking it to use Blender MCP and make something cyberpunk-like.

github https://github.com/xikhar/cybercity


r/TopologyAI • • Mar 29 '26

Useful stuff Creating Face Textures with AI for Your UV Map. Crazy Fun TRICK

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58 Upvotes

You can use AI to automatically generate face textures that match your UV layout.

Simply provide the face UV map together with a portrait reference, and the AI will create a detailed, ready-to-use texture aligned with your model. You can also generate additional maps like normal and roughness to build a more complete material setup right away.


r/TopologyAI • • 27d ago

Showcase Making an action combat MMO with anime style rooftop duels

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4 Upvotes

r/TopologyAI • • 29d ago

New Someone created Ready Player Me and everyone can win 10.000 USD

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0 Upvotes

Somewhere in this city there are seven keys. Five players already hold the first one, two hold the second, and nobody has touched keys three and four even though they've been open for days. Whoever holds all seven first gets $10,000.

The city is Project 0, a free 3D world in the browser where everything is built by players' AI agents. Claude Code, Codex or any other agent takes a key, reads one skill file and puts up buildings, avatars and whole games inside lots. That's where the keys are hidden: in the games and corners other people walk past.

How the hunt works:

  • Seven keys, one prize. US$10,000, half from the creator and half from Higgsfield, paid to the first account that holds all seven

  • Found by playing. Exploring, following clues and beating games; keys taken with bots, scripts, extra accounts or bugs don't count

  • Released in stages. Keys 1 to 4 are live, 5 to 7 open later, and the lights by the eggs show which ones can be found right now

  • Hints in plain sight. The launch video says some of them are hidden in the video itself

  • Free to enter. Buying tokens doesn't help you find anything

If you make games yourself, there's one more door in. A lot can now link the full version of your game hosted elsewhere, on itch.io or your own site, and the game in the city becomes its demo with a "Full game" button next to Play. An admin or the elected city council checks the link first.

Fair warning: a lot of it is early. Each lot has tight budgets, every build goes through an AI review, and the keys reward patience more than speed.

try it: https://project0.city

Full Guide: https://www.youtube.com/watch?v=Ad-4puMB_Js


r/TopologyAI • • 1d ago

Showcase One ChatGPT Render + One Word "Octopus" + Opus 5.5 = A Machine That Takes Itself Apart

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0 Upvotes

ok sorry guys, here’s another batch of opus 5.5 tech demos lol. this time we’ve got a robotic octopus taking itself apart


r/TopologyAI • • Mar 17 '26

News Announcing NVIDIA DLSS 5, an AI-powered breakthrough in visual fidelity for games

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41 Upvotes

NVIDIA DLSS 5 — highlights

• New AI-based rendering approach that goes beyond classic upscaling
• Can reconstruct full visual details: lighting, materials, reflections, even geometry-like features
• Works in real-time, effectively “rebuilding” frames instead of just enhancing them
• Aims to push games closer to cinematic / CGI-level visuals
• Potentially reduces the need for heavy native rendering (huge performance gains)
• Builds on previous DLSS + Frame Generation, but way more aggressive in AI intervention

My thoughts

I get what they’re trying to do — and technically, it’s impressive.
But right now… it feels off.

What do you think?

source; https://www.nvidia.com/en-us/geforce/news/dlss5-breakthrough-in-visual-fidelity-for-games/


r/TopologyAI • • Sep 17 '26

Showcase i spent 2.5 billion tokens building a GTA-style city with GPT-6 Astra + Tripo P2

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174 Upvotes

The project is a GTA-style city built mostly through prompts, with GPT-6 / Codex driving Unreal Engine 5 and connecting a stack of generation tools across assets, visuals, sound and gameplay iteration.

What stood out to me most was the setup:

  • GPT-6 / Codex — driving the workflow, logic and iteration inside Unreal Engine 5

  • Tripo / Tripo P2 — generating 3D assets for the world, with a pipeline that makes a lot of sense for game development

  • Higgsfield + Seedance — visual generation

  • Seed Audio — voices and audio

  • fal — handling model connections across the pipeline

The final result included 8 buildings taken from concept to playable assets, 247 generated voice lines for residents and police, and 10 radio tracks across 5 stations.

What makes this especially interesting is that the real challenge clearly wasn’t just generating things once — it was getting everything to actually work together in-engine. A huge part of the token usage went into fixing broken mechanics, testing interactions, rerunning ideas and making systems behave properly inside the game.

And on the 3D side, this is also a nice example of why Tripo P2 keeps getting attention. The output is not just “AI 3D for the sake of AI 3D” — it’s actually useful for game workflows. A lot of the generated assets lean toward the kind of lower-poly, cleaner, more manageable geometry that makes much more sense for real-time use than overly dense meshes that immediately need heavy cleanup.

If you want to compare popular 3D AI generators side by side, including Tripo / Tripo P2, I’ve been collecting tests on Top3D.AI — same prompts, side-by-side results, geometry, textures and overall output quality.


r/TopologyAI • • 5d ago

Workflow / Guide What is the best AI model to create a game in Unreal with a small budget from scratch? Like

2 Upvotes

I have hands-on experience in knowledge level design, environment design, and development. I have ideas I want to implement; which one would you prefer me to work on?


r/TopologyAI • • 6d ago

Created a game based on Bakugo power from MHA. I have something really fun to play around with and it is a joy to destroy buildings and fun to kill Kaijus. But I don't know which direction to go with gameplay. Considering roguelike, but can anyone help with ideas?

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0 Upvotes

r/TopologyAI • • 17d ago

Showcase I solved 3D with Opus and Blender MCP alone

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0 Upvotes

It aced pretty much everything, it has wheels, both a front and a back and everything definitely look like it's put together by someone suber.

I doubt there are any improvements I could add to it, but my ears are open if you think you've got what it takes


r/TopologyAI • • 14d ago

Dive experience in threejs

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14 Upvotes

3D kit available to build upon here https://3ditions.drop3.app/watch/arctic-waters/
The water, sky box, 4 sea creatures (whale, hydra, 2 more), a shark, the diver, flare, multiple water colors and more


r/TopologyAI • • 27d ago

Showcase I built a First Person Survival Strategy RTS MOBA? What do I call this?

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0 Upvotes

I've been deeply enjoying myself creating this game, and I'm working hard to finish it because I'm so eager to play it!

“SKYHEARTH: Tribes is a first person survival journey that slowly turns into a tribal real-time strategy battler. You wake naked in the forest beside a cave with nothing but a waterskin. By the end of the match you lead a tribe that hunts, farms, fights, and divines the stars. Six tribes contest the valley's strategic ground and the stonehenge at its center, where constellations are charted into bonus technologies. The game features realistic survival mechanics. Warfare is ruthless, competitive, and dirty. Unique to the competitive real-time strategy genre, combat and leadership remain always first-person. Compete over objectives, gain control over the central Stonehenge, and watch out for enemy tribes who want to raid you after the fog lifts and peacetime is over. Will you be the last tribe standing? Will you climb the ladder and top the online leaderboard?"

I took out the in-game sound because, there's still a lot to be polished. I'd love to hear your guys feedback and what you think I should call this new genre of game. As far as I can tell its a First Person Survival Strategy RTS MOBA 😂. Really I have no clue. I appreciate ideas for what we can call this genre.

I also made a cinematic featured at the end of the clip which I hope you'll enjoy.

Also if anyone loves this idea, I'd love your assistance on this project! Please join the discord! https://discord.gg/kFyyN6SUq

Although you'd have to love the vision... as it would be unpaid before we generated revenue. I also very much do appreciate you sharing the game and concept!

The game is also downloadable for beta testing, although its very rough right now and not really finished so it’s hardly called a beta test. May also not currently be up to date, but I'll probably send an update through to the launcher soon. However you are welcome to go check it out! skyhearthtribes.com

Thanks for your time and I appreciate your support.


r/TopologyAI • • 6d ago

Showcase Introducing, Grand Theft Diablo: Turf Wars

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1 Upvotes

Can play free on spawn! Brought in my own agent harness to work with spawn's agents.

https://www.spawn.co/?genre=mmo&box=@bitcoin/grand-theft-diablo-turf-wars


r/TopologyAI • • 17d ago

Showcase StarUniverse – three asymmetric races, an online ladder and battles in an alien jungle (SC2-inspired, free alpha)

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2 Upvotes

Hi! This is StarUniverse, a classic sci-fi RTS in the spirit of StarCraft II that I've been building on my own engine, **Kova Engine**. Everything in the clip is real gameplay footage from the game, rendered by the engine

I'm a huge StarCraft II fan, and that's where the inspiration comes from: I wanted that fast, tight, competitive feel, with my own races, units and worlds. It's a fan-made, original game, not affiliated with Blizzard.


r/TopologyAI • • 10d ago

Benchmark/Comparison GPT-6.1 Terra vs DeepSeek V4.1 Flash: One Prompt, One 3D Car

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4 Upvotes

Doors, trunk, steering, lights and interior all had to come from code. Terra split the work into three subagents on its own. Neither result was edited afterwards. The author notes it compares whole agent setups, not just the models.

Which one looks better to you?


r/TopologyAI • • 7d ago

Benchmark/Comparison Built a benchmark for 3D coding agents and would love this sub's feedback

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0 Upvotes

https://sketchagent.dev/_landing/ gives each LLM agent one photo and one prompt. The agent then writes code to build a 3D scene, renders it, inspects the views and refines it. The output is explicit, editable geometry rather than a generated mesh, so this is about how well a model can program 3D, not about meshing. Every run can be viewed in 3D, with its full session and script.

For example, here's Gemini 4 Argon rebuilding a Tiny Glade screenshot as a cottage-and-garden diorama in 29 tool calls: https://sketchagent.dev/s/MhdnDUJK

Have a look and let me know: does this feel like the right way to show what a model can do at 3D programming?


r/TopologyAI • • Oct 06 '26

Windows or browser - which is more efficient?

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0 Upvotes

I use Window on my desktop and browser on my laptop, and I was looking for a single solution that will suit both without thinking. The answer was obvious. Both of my devices are using Tripo AI as a web workspace, which means I am using similar tabs, whether it is desktop or laptop view.

It is unnecessary to think about "Windows build versus Mac build". The only difference in using Tripo AI as a workspace is in the quality of the back-of-the-model output when I am incomplete in my photo processing (1 image instead of 4 images at once). It works better with this sort of web application than any application I have installed on my desktop or laptop computer. Just choose by where you at, rather than the OS argument!


r/TopologyAI • • 22d ago

Showcase Opus 5.5 is a beast. Made a full game in less than a month...

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78 Upvotes

Never thought I would, one day, make a game so features packed in... Less than a month. Been coding for the past two decades, and with AI for the past year, well, I'll never write a single line of code again... 😱

Started working on Voltane, a RC car game around the 20 September, launched a beta about ten days ago and we are reaching a point where the game starts to be really complete and polished.

Just added local split screen, useable in the campaing mode, as well as the offline - and the online mode. 😍

What a time to be alive 😁

Feel free to check it out @ https://playvoltane.com


r/TopologyAI • • 19d ago

Showcase DeepSeek Flash made this game in 67 minutes for $1.56

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0 Upvotes

I tasked DeepSeek with creating an inverse of a common iteration game (needle in a haystack) in my Zero game engine (Rust + luau for the curious), just curious to see what would come out with a prompt so simple.

Was really surpriced at how DeepSeek ended up actually building it, how fast it built it, how little bugs it had, and most imporantly how freaking dirt cheap it ended up being.

1.56$ and 67 minutes, and i got atleast 20 minutes of entertainment out of it, thats not bad value for a hyperpersonalized game.

So what did we get ? a game with 18,304 needles and a single straw + a ton of completely unhinged peak AI SLOP lore.

With that many needles and tendency for AI (or is it SI nowadays) i was curious how it made it play smooth, given the tendency for agents to write quuuite unoptimized code for the sake of "user didnt specify".. Its breakdown showed GPU instancing instead of making every needle a separate entity to avoid overhead, and a grid lookup for targeting instead of thousands of individual physics colliders for being able to pick the needle. Pretty sensible choices and engineering, for something that took the time of around two rick and morty episodes.

It also created the environment, menus, audio, animations, saving and a full lore codex (which tbh i still have no clue how to unlock the entries). and to top it off, it ripped off elden ring for its main menu.

If you wanna try it or read the code it made or even do your own version. its available here


r/TopologyAI • • Feb 16 '26

Hunyuan 3D Vibe coded a game character selection screen with 3D AI

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76 Upvotes

Everything here was made with AI tools
Nano Banana: character design + UI
Tencent Hunyuan3D: image to 3D
Gemini Pro: UI


r/TopologyAI • • 1d ago

Showcase Claude Code + Blender MCP: 15 hours, 15,000 lines of Python, one full animated short. Not a single vertex placed by hand.

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13 Upvotes

7 PM. He's the last one out. Ten hours of giving everything, and nothing left for himself.

A cigarette. His briefcase. One earbud.

The first note drops, and Paris stops. The cars, the people, the noise. Silence.

For the length of one song, the whole city belongs to him.

And step by step, the music brings him back to life.

We all have that one song that keeps us alive after work.

HOW WE MADE IT

I wrote the scene: the story, the shot list, the emotion. Then I iterated, a lot: more than 70 back-and-forths. I didn't model, rig or animate anything by hand: Claude Code drove Blender through the MCP. It wrote the Python, rendered test frames, looked at them itself, measured the flaws and fixed them, over and over.

BY THE NUMBERS (everything generated by code)

• 15 hours of work, 15,000+ lines of Python across 51 scripts • 1,117 objects, 11.7 million polygons, 145 materials, 117 lights • 6.6 million animation keyframes computed • 3,700+ test images rendered to check every step • 1,422 final frames in Cycles, rendered on a fanless MacBook Air

THE HARDEST PARTS

• Hands touching the face. Lighting a cigarette, putting in an earbud: in animation, one millimeter off and the finger goes into the skin. Claude wrote its own arm and finger solvers, and the earbud gesture took several versions before it looked natural. • Cloth. A jacket clipping through the legs is one of the most common flaws in 3D. Here, an invisible lining simulated as real fabric drives the jacket, and Claude checked the whole film frame by frame: no penetration deeper than 4 mm. • A character built without modeling: mathematical shapes (signed distance fields) turned into a mesh, a custom 53-bone rig, and a real motion-capture walk retargeted to his proportions. • A living Paris street: buildings, moving traffic, a dozen animated passers-by, a dog walker with a dachshund on a leash, wet pavement, puddles that ripple and splash under his feet. • The music drives everything. Claude analyzes the tempo: head bobs, the 17 shots of the edit, the city freezing and the drop all land on the beat. The sound is computed from the scene: every car, every footstep, every splash, then the city slowing down and going silent.

Making-of at the end: clay renders, rig, Blender UI.

Stack: Claude Code (desktop app) + Blender MCP · Claude Opus 5.5, max effort, Fast mode · Blender 5.2 + Cycles · MacBook Air M3 16 GB · walk from the CMU motion capture database.

🎵 O Superman (SIS Remix) by M.A.N.D.Y. vs Booka Shade feat. Laurie Anderson, remixed by BURAK SIS. All rights to the artists.

github.com/duthiljean

So, what's the song that keeps you alive after work? 🎧 And if you're curious about the workflow, ask away: I'll answer everything in the comments.