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Caring4Change

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A member registered Apr 07, 2026 · View creator page →

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Yes, 4 hours.

But 68 hours of working on other Curry ideas as well as the personal training an prompted knowledge base that was re-iterated on with the AI.

Thank you.

Like the idea at the end, there is quite a bit of solar system photo material just seeing if I can find assigning depth maps too.

After that, well artist and AI interpretation.

Looks very nice.

Nice concept.

The Full screen option would have been nice. 

Thank you for hosting this.

Loved the 'squishing" sound effect when slicing the curry, nice visual effect too.

Maybe a hover line to indicate a slice.

Nice work.

Thanks.

The 4 hours did include me feeding the files for /jam/ultimate-ai-powered-game-jam-3/rate/5004267, prompting for a single file monolith and prompting down the path of the 2nd of 4 test concepts from its first prompt return.

Thank you.

It is very much a 'Spacebar' slapper.

I found mobile controls a little easier.

Fun development fact: The moon in this game is built using real NASA topographical data! 🌕🛰️

To create the lunar surface, I sourced raw Color and DEM (Digital Elevation Model) maps from NASA's public archives(https://svs.gsfc.nasa.gov/4720). I resized and processed them into square textures so they would wrap perfectly around a massive Three.js SphereGeometry.

The coolest part? That DEM map isn't just a visual shader trick. It drives the displacement to create those massive 250-meter jagged craters, and the game's physics engine uses BVH raycasting to calculate collisions against that exact displaced geometry. When your ship clips a crater ridge, you are crashing into a real (albeit highly exaggerated) piece of lunar topography! 💥 Also some peaks do need refining on the clip layer on landing.

GAME WAS MADE FOR ENTRY INTO: /jam/ultimate-ai-powered-game-jam-3

Fun development fact: The moon in this game is built using real NASA topographical data! 🌕🛰️

To create the lunar surface, I sourced raw Color and DEM (Digital Elevation Model) maps from NASA's public archives(https://svs.gsfc.nasa.gov/4720). I resized and processed them into square textures so they would wrap perfectly around a massive Three.js SphereGeometry.

The coolest part? That DEM map isn't just a visual shader trick. It drives the displacement to create those massive 250-meter jagged craters, and the game's physics engine uses BVH raycasting to calculate collisions against that exact displaced geometry. When your ship clips a crater ridge, you are crashing into a real (albeit highly exaggerated) piece of lunar topography! 💥

Also some peaks do need refining on the clip layer on landing.