gsimone (@Gsimone) header
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Product Eng @headroomAI; funsies @pmndrs. Prev: @splinetool, @Codesandbox

Italy
Joined May 2018
Photo by gsimone (@Gsimone)Photo by gsimone (@Gsimone)Photo by gsimone (@Gsimone)Photo by gsimone (@Gsimone)Photo by gsimone (@Gsimone)Photo by gsimone (@Gsimone)Photo by gsimone (@Gsimone)Photo by gsimone (@Gsimone)Photo by gsimone (@Gsimone)Photo by gsimone (@Gsimone)
gsimone retweeted
Quick explainer for the forced perspective trick I posted yesterday, left in an example at the end that shows how you can exaggerate it - and how it can easily fuck up if you don't compose correctly #gamedev
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gsimone retweeted
Replying to @Gsimone
hell no, maybe you'll try
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gsimone retweeted
More WIP. Radiance Cascades computing world-space diffuse and specular GI for emissives and sky ambient lighting to a single bounce.
Some WIP. Fake skylight rendered with Radiance Cascades. Only direct lighting here with diffuse + specular GI to a single bounce.
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gsimone retweeted
new biome and its music for Tether #gamedev
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gsimone retweeted
I almost ended my life 15 years ago. This is my most personal essay. I wanted a visual way to tell the story that death, in whatever form, doesn’t have the final word. Would mean the world if you checked it out. krispuckett.com/wake-up-dead…
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A little over a month ago, I had the great opportunity to give a talk at @meetgranola about what I do and how I do it: motion, debugging tools, how I come up with new ideas, and much more It's now live on youtube ⤵ youtube.com/watch?v=fayTzJPi… thanks to @lukerohanbailey and @_tikhon for being such amazing hosts ❤️‍🔥
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gsimone retweeted
To all frontier labs, if we could have all new models by end of October please. I can't do another Opus 4.5 holiday.
If Anthropic actually drops Fable 5.5 today it might be all over
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gsimone retweeted
Announcing INITIĀLIS Drop caps, illuminated lettering, and new aesthetics of ornate typography- open source and free to use in your own websites and projects as you see fit! (also made a website to explore them! link below)
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gsimone retweeted
Clerk is hiring a web designer. We're looking for someone who specializes in brand identity on web and cares about the details. You'll be owning the next evolution of the Clerk brand, along with a talented brand team.
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gsimone retweeted
Migrating from @conductor_build? Here's what you should do
I am very excited to share that Conductor is joining Meta! We have some big, crazy plans for the next interface. If you liked Conductor, you’re gonna love what’s coming. We’re super excited to work with @natfriedman and @alexandr_wang at MSL to build it. They’ve been on an absolute tear, and I’m convinced MSL has the highest talent density of all the labs. A huge thank you to our earliest believers @aaron_epstein, @ilyasu, and @nabeel. And to everyone here who tried Conductor, sent us feedback, and prompt requests - you made this so much fun. Thank you ❤️🚂 Choo choo!
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Everything far away in a game engine can feel small, flat, and washed out. That is correct perspective, but it can make for some poor scenery sometimes. Two features I've added to my engine try to fight against that: Spatial Recession magnifies the distance. After a vertex is projected I push its screen position outward from center. Near geometry is untouched. It only moves x and y, never depth, so nothing sorts differently and nothing z-fights. The result is a long lens bolted onto the far half of a wide one: the tower and the ridgeline loom instead of receding, while I keep the wide field of view I actually play in (FOV is identical in both of these examples). Dimensional Falloff is four distance ramps on the surface itself. Lighting contrast flattens so distant hills stop having a hard lit side and a hard dark side, which is what haze does in real life. Color then desaturates toward its own brightness to fake more distance. Then that desaturated color is pushed, and that is the one doing most of the visible work here. Last is texture detail, with a custom MIP value based on distances. All of it keys off real radial distance from the camera rather than depth This is so it stays put when you turn your head. Performance cost is next to nothing. The recession is two lines in the vertex shader. The falloff is a few lerps at the end of the pixel shader, which was already computing that distance for the mip bias anyway. Quite happy with the results, what do you think? #gamedev
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hey guys, I am looking to commission pixel artists to make illustrations for my game. please let me know if you have any recommendations!!
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Me being an old retired Quake veteran, I added bunny-hopping to my cozy farming sim 😂 Someone was speedrunning my game and I thought I'd make it more fun for them, it does not affect the majority casual playerbase at all and it's just fun overall
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Drag-and-drop makes the digital graspable, but building it well is fiddly enough that many don’t bother. Declarative Dragging (with Josh Horowitz & Jeff Heer, #uist2026 best paper award), lets you make an element draggable just by listing the states dragging it can reach.
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gsimone retweeted
Don't be mallacious.
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gsimone retweeted
When you sign up for @primcloud, if you put Aaron's handle in the "why did you sign up" field at end of onboarding, I'll drop a $5 credit on your account after you deploy your first app.
honestly I'm disappointed to see Josh turning Railway's agentic testing into a pitch for his own product I get that you are bootstrapped and you need customers, but saying "they pen-tested me, you should try my platform instead" is pure shilling
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mallace
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working working
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Removing AI from your feed with 4 screenshots of our hand-drawn game
Removing AI from your feed with 4 screenshots of our hand-drawn game 💀🗝️
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gsimone retweeted
I had a play with TypeGPU w/ @threejs Enjoy this sloppily played Legend of Zelda medley & remake of my piano visualisation from 6 months back. It looks much prettier IMHO! And yeah, TypeGPU API is pretty slick, agents like it & it plays nicely with three thx to @typegpu/three
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