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Show HN: AI-native browser game that users can craft unlimited 3D items
Most games have limits. You can only use preset features, need coding for customization & adding mods, require expensive extra devices. We wanted to remove those barriers.
That’s why we are building space zero—a browser based 3D world powered by AI. We plan to build players can freely mix items to generate unexpected creations with unique properties and sounds. Also the world itself is dynamically generated, evolving endlessly.
I uploaded a demo version I’ve been working on for the past month! I hope to get any feedbacks or comments :)
- davydm 2y agoRequires a login to test? Pass.
- stevekwon211 2y agoyou can watch a demo video here instead of logging in https://www.youtube.com/watch?v=F_wDBGdr_jg https://www.youtube.com/watch?v=F_wDBGdr_jg
- Waterluvian 2y agoYeah. Does this actually need an account? If the answer is anything but, “it absolutely, positively, fundamentally doesn’t work without an account” then don’t require one.
- stevekwon211 2y agoWe thought account is essential because it is for your progress and creations are saved when you log back in. It's first to build game so I didn't thought people will ask "why do we need an account?" So we plan to make guest mode that people can play it without signin
- Waterluvian 2y agoA guest mode is a great idea. This is your slice of the web, you can of course do whatever you want. But you wanted feedback from a user perspective. A nice thing about a “guest mode” is that you can let people jump right in, and if they’re hooked and interested, let them unlock those capabilities by making an account. Just don’t reset any progress or work!
- stevekwon211 2y agookay! thanks for the comment, we gotta work on it right now
- fc417fc802 2y agoCreate a token (cookie) on the client. Tie that to an automatically created account. Give the user the option to register credentials for the token. Now it's on the user to decide to register before their cache gets cleared (warn them of course).
- ivanjermakov 2y ago> when you log back in If only browsers had an API for persistent per-domain storage: https://developer.mozilla.org/en-US/docs/Web/API/Window/localStorage https://developer.mozilla.org/en-US/docs/Web/API/Window/loca...
- Rexxar 2y agoAnd refuse mozmail (Firefox Relay) email addresses !
- kordlessagain 2y agoI don't get it.
- stevekwon211 2y agoYeah, it’s only been a month since We started, so there isn’t much yet. Right now, the main gameplay is just exploring the world, picking up items, and crafting new things. I wrote about what I plan to add in the next 1–2 months in another comment above!
- vunderba 2y agoWatching the video didn't really give a clear outline of what this is supposed to be. What is the AI aspect? Are you using "kinematic anchor points" to try to combine 3d models together, generating mesh topography from scratch, generating scriptable actions/properties given a compound object, etc.? Tangentially related, but I know Roblox is working on some generative AI aspects - which makes sense since they already have a huge amount of assets in the sandbox. https://corp.roblox.com/newsroom/2024/06/robloxs-road-to-4d-generative-ai https://corp.roblox.com/newsroom/2024/06/robloxs-road-to-4d-...
- stevekwon211 2y agoAppreciate the link! I actually read that last year since I play Roblox, and yeah, I think they’re in a great spot to make it happen. In my demo, AI comes into play when you combine items. So if you merge a fox and a rock, the AI reads their descriptions and generates a new 3D model from scratch, so you might end up with something like a “rock-textured fox.” Going forward, I want AI to auto-generate actions and properties based on what players craft. Like, if someone makes bread, the game will recognize it as food and automatically add an “eat” action. It’ll also generate matching sound effects for it.
- nkrisc 2y ago> Most games have limits. You can only use preset features, need coding for customization & adding mods, require expensive extra devices. We wanted to remove those barriers. But none of that matters if it isn’t fun. Limits are not inherently anti-fun. Limits are not what makes a game not fun. Removing those limits it’s doesn’t automatically make a game good.
- ivanjermakov 2y agoI'm not a professional game designer, but I believe good limits is what makes game a good game. Without limits games tend to resemble real life too much thus making it harder to make fun.
- stevekwon211 2y agoLimit is good when the game has specific rules. Also if we make game for people who don't like open-world game, then there must be some limits to make them not be lost
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- stevekwon211 2y agoI totally agree with you. Fun comes first when it comes to games. The whole reason I want to remove barriers is to make it easier for more people to just jump in and enjoy. I love games like Minecraft, Roblox, Civilization, and Cities: Skylines. There’s something awesome about creating whatever we want, exploring huge worlds, and checking out what other people have built. And most importantly—they’re just really fun. But Minecraft’s multiplayer can be a hassle, and you have to buy it. With Roblox, if you want to make your own game, you need to know coding and how to use the studio tools. I think it kinda bad that these barriers stop people from even trying. So anyway my main goal is to make my game fun before anything else. Your comment gave me a lot to think about, appreciate it :)
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- YeGoblynQueenne 2y agoCongratulations for making this! It's a good effort but you need to make it more of a game. Currently there's not much you can do in the world except collect items and stash them in "My Space". I'd also change that name. Myspace is a social media platform: https://en.wikipedia.org/wiki/Myspace https://en.wikipedia.org/wiki/Myspace I'd also suggest you make the world more exciting. As far as I can tell there is nothing but flat black-grey dunes, without features. That's not very attractive, it will just put people off. There are a ton of issues to fix with just that featureless plane also, like the lighting and collision detection and so on. What engine are you using for this? But, that's a great effort. Keep going! It's hard making an entire game but it's not impossible :)
- codr7 2y agoImagine having to explain what Myspace is/was, I think I just aged 10 years just from reading that.
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- stevekwon211 2y agoReally appreciate the feedback! I know the game experience is pretty rough right now since it’s just a demo. But moving forward, I’m planning to add a lot more, and I’ll definitely take your suggestions into game—things like diverse terrains, textures, and more engaging gameplay. Here’s what I’m working on: - AI director system that generates sound effects and features based on crafted items (e.g., if a player crafts a gun, AI will add a shooting mechanic and gunfire sounds). - AI NPCs that can play on their own, interact with players, craft items, and trade. - Achievements & collection pages so players can feel a sense of accomplishment. - An endless map to make exploration more engaging. Right now, I’m building it with React Three Fiber. Also, I’ve never actually used MySpace, but I’ve definitely heard about it whenever people talk about Facebook’s early days
- YeGoblynQueenne 2y ago
- doctorpangloss 2y agoHa ha, David O’Reilly’s Mountain, but with AI generated junk, is not bad.
- stevekwon211 2y agosometimes junk, but sometimes really good one haha
- megablast 2y agoMost games don’t require accounts.
- stevekwon211 2y agoA big thank you to everyone who commented here! I’ve always wanted to have discussions like this on Hacker News and receive honest feedback, so this feels really great. Thanks to all of you, I’ve gained a lot of inspiration about what’s lacking, what I need to think more about, and how I should approach building things moving forward. This has also been incredibly helpful for my metacognition. I really appreciate it!
- mxmilkiib 2y agoI can't create an account because it says any address I try with my domain is a disposable address. I would use an email address with the domain as the username, for security, this is a thing one can do with Fastmail
- stevekwon211 2y agookay I'll take a look
- Thundernerd 2y agoOkay so you made something that combines a couple of items into a new item, cool. There's no gameplay here though.
- stevekwon211 2y agoright we've built only 1 month so there's not much thing to do now. We are going to build this in 1~2 months - AI director systems which generate sounds effects, features based on the crafted items (ex: if player craft a gun, then AI will add shooting feature and shooting sounds) - AI npcs which plays itselft and interact with players. They will craft items and can trade items with players. - Achievements, Collection pages that players can feel sense of accomplishment - Endless map and so on.. thanks for comment!
- jowday 2y agoI feel like you’re trying to launch a consumer product like it’s a B2B SaaS company. As it is (broken site with no polish, little to no gameplay features, product hunt banner) you seem like you’re to trying to chase AI/metaverse trends. Reminds me of all of the endless metaverse scams and scandals. I think you’re significantly underestimating the time and polish it takes to build a consumer 3D web based product . Most small game studios take years to build up even small games before releasing them. If I were you, I’d think deeply about whether this is actually something you’re passionate about working on or if you just want to start a tech startup and chase trends. If the former is true, I’d close this down and work on it for a lot longer before ever showing it publicly. If it’s the latter I’d pivot to an LLM B2B SaaS company like everyone else like you and try your luck at that.
- stevekwon211 2y agoThanks for the great comment! Here’s what I think: I don’t really understand why making a game has to take years. With AI advancing so quickly, the cost of game development is dropping fast—creating 3D assets, BGM, sound effects, characters, animations, and more is becoming way easier and faster. So instead of the traditional waterfall approach of long development cycles before launch, I think it’s now possible to build games in a more agile way. It might look similar to a B2B SaaS approach, but we intentionally posted on platforms like Product Hunt and Hacker News to get feedback from talented people in the industry. Meanwhile, we’re running a separate GTM strategy to actually bring in our ideal customer profiles (ICPs) and learning from that. Also, I’m genuinely serious about games—not just because of AI or the metaverse hype, but because I truly believe there’s a huge opportunity here. I wrote a piece about my thoughts—if you’re interested, I’d really appreciate it if you gave it a read! https://blog.0.space/p/the-next-internet-is-3d https://blog.0.space/p/the-next-internet-is-3d