Two free Codex skills for 3D multiplayer games: networking + game-ready GLB assets #35149
brucewhisnote-sketch
started this conversation in
Show and tell
Replies: 1 comment
|
For 3D multiplayer games, combining reliable networking with optimized GLB assets can improve synchronization and performance, especially on mobile devices. When testing a multiplayer online APK game, keep asset sizes optimized and make sure network updates are handled efficiently. |
0 replies
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Uh oh!
There was an error while loading. Please reload this page.
Hi Codex builders — I’m Bruce, a core developer at Sharky AI Game Studio.
We’ve been using Codex to build and playtest 3D multiplayer games. The first prototype is rarely the hard part; most of our time went into rooms, identity, synchronized state, latency, repeatable playtests, publishing, GLB generation, rigging, and asset integration.
We have started packaging that production work into two inspectable skills that other Codex developers can use.
1.
sharky-online: multiplayer hosting and playtestingRepo: https://github.com/Ariana979/sharky-online-skill
This skill takes a free-form HTML game and adds the multiplayer platform seam:
The game logic, renderer, mechanics, and art direction remain in the creator’s code. The skill is free and open source.
2.
shark-game-assets: agent-native GLB assetsRepo: https://github.com/Alterverse-tech/shark_game_assets
This skill helps an agent generate, rig, preview, and integrate game-ready GLB characters, enemies, vehicles, props, collectibles, and animations. It includes a manifest-driven workflow and orientation QA, without requiring a local GPU, client API key, or account.
The public asset service is free for non-commercial use; commercial use requires permission.
Playable examples
These are working experiments, not a claim that a skill can automatically make a great game. The difficult parts remain mechanics, coherent art direction, replay value, playtesting, and taste.
Why we are sharing this
We are not betting on one model or a proprietary agent layer. We are betting on creators: bring the tools you like, keep control of your code and art direction, and share what actually works.
I would especially value technical critique:
Failed cases are as useful to us as successful builds. If you try either skill, please share what broke.
Profile and ongoing work: https://github.com/brucewhisnote-sketch
Builder community: https://discord.gg/CYgR7YsmAg
X: https://x.com/sharkydev001
All reactions