---
title: "Glidewater"
url: "https://aigamehub.app/zh-tw/games/how-i-communicate-with-claude-vs-what-i-get-from-him-58bf1e"
source: "https://www.reddit.com/r/ClaudeAI/comments/1x9wt73/how_i_communicate_with_claude_vs_what_i_get_from"
source_type: "reddit"
play_url: "https://glidewater.vercel.app/"
platform: "desktop"
login_required: false
pricing: "free"
origin: "original"
ai_tools: ["Claude Code"]
game_languages: ["en"]
author: "ChargeAdventurous751"
author_handle: "ChargeAdventurous751"
category: "休閒"
categories: ["casual", "simulation"]
tags: ["babylonjs", "physics", "prototype", "wakeboarding", "watersports", "webgpu"]
added: "2026-10-20T02:23:29.332Z"
updated: "2026-10-19T13:24:34.000Z"
locale: "zh-tw"
content_locale: "zh-tw"
---

# Glidewater

一款受 SNOWFLOW 啟發的瀏覽器滑水原型：你在拖船後方滑行，用 A/D 或滑鼠進行轉向，按住 Space 蓄力並在尾浪上放開以做出花式動作，還有滑桿（F1）可調整波浪、尾浪大小和船速。

## Description

Glidewater 是一款由個人開發者製作的瀏覽器滑水/滑雪原型，使用 Babylon.js 和 WebGPU 構建，沒有使用遊戲引擎。湖泊的波浪函數同時在 GPU 和 CPU 上運行，因此板和船航行在同一片水面上，而拖船、V 形尾浪、從塔架到握把的模擬繩索，以及拖曳物理（繩索會讓你擺盪到外側、邊緣抓力、在尾浪上放開時起跳）全部由程式碼生成。水面會對滑行者做出反應，包括猛烈轉向時濺起的浪牆、板本身的尾浪，以及著陸時的飛濺環。操作方式：A/D 或滑鼠轉向，按住 Space 蓄力，在尾浪上放開以起跳；F1 開啟滑桿調整波浪、尾浪大小和船速。它是在 48 小時內製作的，所以目前有三種花式動作；作者正在考慮加入單板滑水、滑水板、障礙物和地形。

## Original post

How I communicate with Claude VS What I get from him.

Shoutout to SNOWFLOW for inspiring me. I let Claude Code do the building with no game engine this time. I feel like it gives better results than going through UE5 or Unity. It's Babylon.js with WebGPU and hand-written shaders, the same stack SNOWFLOW uses. What Claude Code did: - Turned SNOWFLOW's snow terrain into a lake. The waves are one maths function that runs on both the GPU (what you see) and the CPU (what the board and boat ride on), so nothing floats above or sinks into the water. - Built the towboat and its V-shaped wake, the rope (a simulated chain from the boat's tower to the handle), and the towing physics: the rope swings you out wide, the board's edge grips, and releasing as you hit the wake launches you. - Made the water react to the rider the way SNOWFLOW's snow did: a spray wall off the edge on hard carves, the board's own wake, and splashes with rings on landings. - Generated the boat, rider and board in code, with a few helper agents working in parallel on those. - Tested without a graphics card by rendering screenshots in headless Chrome and checking that the water drawn on screen matched the water the physics used. Controls: A/D or mouse to carve, hold Space to load up, release on the wake to pop. F1 opens sliders for waves, wake size, boat speed and more. Don't trash me about the life vest and shorts, I modelled them in blender. They're quick placeholders for prototyping. On a serious note, should I finish this game? XD Thinking about adding monoskis, waterskis and all sorts of obstacles and terrain. I made this prototype in 48 hours so there is only 3 tricks so far. The prototype: https://glidewater.vercel.app/ Follow along: https://groups.google.com/g/SBHMN And I'm also interested in working with anyone serious that has a background in animation, blender or game design so hit me up if you want. I have a few projects I'm already building and already finished.   submitted by   /u/ChargeAdventurous751   to   r/ClaudeAI [link]   [comments]
