Matt @MrCollison
Dad, Husband, CTO @ MSQ Intelligence. Coding since I was 8. Ultra-full-stack builder + designer (since pre-AI), AI wiz VibeJam: https://t.co/lnzNDbmN1m 🇬🇧 United Kingdom Joined July 2022-
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@Art_If_Ficial Happy to drive the LLM insane It drove me insane with "Honest caveats..." 🤣
Here's the paper for the more technical folk: yzhu.io/publication/mp…
❄️ More @threejs snow shenanigans. Here's a very buggy MLS-MPM solver (particle sim), and perhaps even buggier TSL shaders to render it. It's based entirely on a 2018 SIGGRAPH paper. There are some '20/'21 ones to read, but I have a side impulse to build a roguelike game.. 🫡
@gabriela_trueba @threejs @SebAaltonen Thank you! @SebAaltonen is the rendering GOAT 😄
Team ❄️ Snow or Team 🏝️ Sand? @threejs + SDF volume (to mesh) + basic custom physics All rendered / computed with WebGPU There's definitely a game to be made here...
Sir that is a screenshot, I do not see a deterministic 3D physics lockstep native engine. Engines normally move Can you show us a video to prove it’s the real deal? Stuff like - how does it run on all macOS/linux/windows - how does it hold under packet loss torture - what tests are you running to show it’s fully deterministic? - what tickrate? - what scale tests have you run on connections, input and physics bodies? I think if you can answer those questions I’d be bought in
Not in an automated loop - but I have used it in exactly the fashion you’ve just said. Same /review just tag on ultracode at each review and tell it to look from different angles. It’s normally just me telling it what to fix, which is why I can’t loop it automatically - there’s almost always false positives (at least for our work products)
@EMostaque As a fellow aphantasiac, this maybe feels exponentially more mind blowing. Much more so than it does for my wife, who can visualise on the fly (and often her brain produces image/ video without her say 😂)
I made some huge perf improvements to this little ❄️ demo - Split up the triangle buffer into slices - each chunk owns its own DrawBuffer - Carve/mesh/clamp now dispatch only over a dirty box that's centred on the ball. Before it was evaluating the entire field Solid 75FPS
In my dumbed down way of understanding this, it’s spatial acceptance testing mid generation I think this is super cool - and has implications in PCG as well. Especially if you’re working with LLMs to achieve anything novel - models are dumb and hard constraints can help a ton
Arbor: Control 3D Generation with Explicit Geometry Text-to-3D makes plausible assets, but spatial control is still hard. Arbor adds typed 3D constraint: hull, avoidance, and touch. Paper w/ @markb_boss @AjlEngelhardt @Simondonne @CG_Tuebingen Intern @StabilityAI More 👇
@kaj_loevesijn It does 🙂 it's just quite slow so it's hard to tell. I go past the original line in this vid so you can see how the ball carves a larger ditch It's not physically accurate though as the ball eats more snow than it gains (though it kind of simulates snow getting packed in.. ish)
@Uehreka It's completely different - MPM allows some beautiful renders because it can pack particles in, the points on this demo are equidistant so there's no density packing I may need to steal some tricks from MLS-MPM for future variations of this demo though as it's too limited atm🙂
@mattworkman How many times I've gone "synonym for X" on Google because I want to find the word that fits for this really specific class It's been a while 😭 I also blame @laravelphp for that because Taylor + crew have the most wonderful name choices for classes. It felt like a brain sport
@FischerJadon @threejs Oh damn I like the puzzle game idea Like digging little sand ditches You've just given me about 7 ideas in one hahaha
@alightinastorm @threejs Yes... This sounds like a stellar idea I love chaos physics type games. I had ambitions for my vibejam game around that but it never came to be as I started 1/2 way through haha
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