I live in Pucón, Chile, between the lake and the volcano, and I windsurf and kitesurf. That is where WindRush comes from: a 3D windsurf and kitesurf game for Android that I'm building with Godot, C#, MakeHuman and Claude Code (Opus 5.5) as my programming copilot. The game is still in development: these are real screenshots of the current build.

Four disciplines, four ways to ride

- Slalom: a race through buoys and gates against computer-controlled rivals, with a live timer and position.
- Waves: jump and ride the swell.
- Freestyle: rotations and combos that score points.
- Kitesurf: kite power, huge jumps, loops, rotations, spins and grabs.



Real sailing physics
The HUD shows what a windsurfer actually watches on the water: speed in knots, wind strength, point of sail (beam reach, broad reach…), how much the sheet is trimmed or eased, and the turbo. You head up and bear away, jibe, pump to get planing, and jumps only work above 8 knots, just like in real life.
There are two spots, Tropics and the English Channel, and two kinds of weather: sunny or stormy.


Pick your gear like on the beach
Before hitting the water you choose board, sail, size, harness, wetsuit and rigging. Slalom alone has 37 boards, each with its own volume and length (for example the Vortex Speed: 136 litres, 2.38 m). For kitesurfing you pick the kite.




Characters with MakeHuman, world with Godot
The riders and the beach crowd are created with MakeHuman, a free program for modelling 3D people, then imported into Godot with their skeleton so they can be animated. The scenery (animated ocean, mountains, palm-lined beach) is built in Godot 4.




Claude Code (Opus 5.5) as copilot
WindRush is written in C# (.NET), the same language I use for all my web projects. Claude Code works directly inside the project:
- it writes and refactors the C# scripts (board and sail physics, cameras, UI, opponents);
- it builds isolated test scenes so one piece can be tuned without launching the whole game: the sail, the rider's poses, the audio;
- it fixes bugs from what I describe while testing;
- it helps me learn the parts of Godot I didn't know.
I decide the gameplay, test and tune the feel. Whether riding feels right is judged by someone who rides, not by an AI. But the pace of progress is nothing like coding alone.
What's next?
WindRush is still in development: the physics and touch controls need polishing, more spots are coming, and then the Google Play release. If you'd like to try a beta, get in touch.
I use the same approach (C#, .NET and AI as a copilot) on client projects: applications, platforms and games. See my custom software development service, or the case study of the FamiQuiz multiplayer game in .NET (in Spanish).
Got an app, platform or game project?
Let's talk: I'll propose the architecture, the timeline and a clear price.
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