aukimi The Creative Hive
p/aukimi
Everything you need to create, right in your browser. 🚀
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What do you think of aukimi so far?

Hi all,

If you've tried aukimi, I'd really like your feedback. What you liked, what bugged you, what you'd want next.

Even a quick comment helps. There's also a new Discord if you prefer to chat there.

https://discord.gg/ncssqFGau7

Sneak peek: a game engine with its own BASIC language, inside aukimi

Small sneak peek at what we're building right now: a game engine inside aukimi, running on its own BASIC dialect.

Over 2200 commands, 2D and 3D, and the goal is to ship to desktop, mobile and cross platform from the same project. All in the browser, nothing to install.

It's not deployed yet, still deep in development, but it's the main thing we're working on at the moment. The idea is to lower the barrier for people who want to make games without setting up a full engine first. BASIC is where a lot of us started, so it felt like the right fit.

Curious what you'd want to build with it, and what would make or break it for you.

Retopo Feedback: What's Working, What Isn't

Hey everyone,
We've been moving fast on Retopo, and it's time to pause and make sure we're solving the right problems.
Retopo covers the whole path from a dense scan or sculpt to a game-ready asset: automatic remeshing to a face target, guided topology where you paint the edge flow you want, hand tools (poly pen, strips, loop cut, bridge, knife), shrinkwrap onto the reference, UV unwrap, and baking normal, AO, curvature, cavity, plus a LOD chain export. A feature list doesn't tell us what feels great in a real workflow, or where it gets in your way.

That's where we need your help.
(If you hit lost work after a reload, exports missing UVs, or shortcuts firing from another module : those are fixed. Please tell us about what you're seeing now.)
If you've used Retopo recently, we'd love to know:
- What did you create? Asset type, source mesh density, target face count, your workflow.
- What felt smooth? Anything that worked better or faster than expected.
- Where did Retopo struggle? Slow brushes, crashes, unexpected topology, weird behaviour.
- What was missing? Anything you wished you could do without leaving the module.
One thing we already know and would like your view on: hand-editing stays comfortable up to roughly 15 20k faces, and gets heavy well before the 200k the auto-remesher will happily produce. Is that ceiling in your way, or is your working range below it?
Your feedback shapes v1.0 priorities. Stability? Interactive performance on heavy meshes? Better remeshing quality? Workflow tools we haven't thought of?
You don't need polish. A short comment, screenshot, screen recording, or brutally honest list of frustrations is perfect. Real project details matter most.
Tell us what happened, not what you think we want to hear. The rough edges are often where we learn the most.
Thanks for helping us build a better Retopo.