
aerospace engineer, wannabe game dev. every second counts. @jogo
US
Joined February 2012
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- Following2.5K
- Followers875
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ryan retweeted
I'm launching a site for free shader assets (CC0-licensed) for use in multiple engines: currently Unity, Godot, and Unreal Engine, with more effects and platforms planned in the future. cc0shaders.com/
ryan retweeted
PETAFAB launch trailer is out!
youtu.be/8fM6sRraikU?si=SzYo…
New fluid simulation showcased in the trailer (YOLO-mode activated).
Launch date: November 6th on Steam ($9.99)
ryan retweeted
After almost a year in development, Ucupaint 3.0 is finally here! Cleaner UI, dedicated height/displacement channel, unified preview mode, adjustment layer, new decals, and much more! Biggest Ucupaint update yet! 🦣 github.com/ucupumar/ucupaint… #ucupaint #b3d
ryan retweeted
it appears my squinting simulator is working 👀
we all love wave optics, naked-eye interference, eyelash diffraction right
ryan retweeted
if you actually look at how fast the second hand of a clock moves the passage of time starts to become terrifying
ryan retweeted
Godot will support spatial containers in the upcoming 4.8 release and we are excited to see how developers use these new engine's capabilities.
Spatial Containers bring new capabilities to XR applications to work in shared spatial environments. Read more: khronos.org/blog/openxr-spat…
ryan retweeted
A Drum Draws Its Own Geometry
A vibrating square drum creates its own intricate patterns through the mathematics of sound. This animation uses the Wave Equation and Fourier-style eigenmode superposition to model vibrations on a square membrane.
ryan retweeted
Box2D v3.2 released!
New features include large world support, recording and replay, snapshots, and a dynamic character mover. Performance improvement of 3x across many benchmarks versus v3.1.
Blog: box2d.org/posts/2026/10/box2…
ryan retweeted
When I was writing Unreal Engine 1, my time was divided as follows:
- Around 30% went to seriously deep coding on hard problems: assembly language texture mappers, C++ BSP trees, data persistence, object oriented systems design, and networking.
- Around 70% was just typing and refactoring large bodies of code needed for a complete engine feature set. This was not hard, and while I was doing it my mind was mostly on the deeper coding topics, thinking and planning for what's next. It didn't feel much different from vibe coding today, except that it was just me typing code on an IBM Model M keyboard rather than prompting it and reviewing the results.
So, it has always seemed perfectly logical that we would rely on AI for that 70%, once the AI could do it with a similar quality standard as we could, which has never been perfection. It came as no surprise that, after a few years of AI model evolution, it was able to take the reigns on that 70% and free up programmers' time for more valuable tasks.
What's more of a surprise is the emergence of AI as a sort of insta-Carmack able to solve hard technical problems quite cleverly and often cleanly, and that it's able to reason about and work in complex 3D scenes both by operating the tools and by directly understanding the raw data files.
I abandoned assembly language in 1998 when out-of-order CPUs made much simpler C/C++ code faster, and never I missed it. If prompting through architectural documents, concept art, and design plans can transcend typing code and tweaking vertices, that will enable developers to spend their time on higher-level, higher value technical and creative tasks.
What matters is the end product, whether it's a game or an engine. Anything developers can do to try out more ideas and make better software and games faster is a win for everyone.
ryan retweeted
interpretability might be the most important scientific problem in the world right now, as I don't think we can solve alignment if we don't know what we're building. I think I have good news about it. I co-authored early work in mechanistic interpretability at OpenAI and came away pessimistic, because neural networks appeared to fold into arbitrary tangled knots. years later, I started openai's first large-scale automated interpretability project, finding about 2% of neurons legible with the primitive tools we had
with modern agentic tools and a much closer look, the picture looks totally different. the vast majority in models up to trillions of parameters are legible, and their circuits beautiful. many famous examples of tangled neurons turned out to be misunderstood. The roadblocks I expected mostly aren't there. I now think ambitious interpretability will be solved by the time we need it most, and possibly quite soon, as automated scientists keep improving. it may be a bitter lesson for interpretability: the simple thing, at absurd scale, works
already-clean.goodfire.com/
ryan retweeted
Today we’re releasing Muse Spark Open, the most capable US open-weight model to date.
Built for coding and agentic work, it excels at long-horizon tasks, complex software engineering, and multi-step reasoning.
Key Model Specs:
→ 816B total / 42B active parameters
→ 1M token context window
→ Natively multimodal across text, image, video, audio
ryan retweeted
PETAFAB: Teaser trailer is out!
youtube.com/watch?v=NDLACyme…
Music by Ari Pulkkinen (Resogun, Nex Machina, Super Stardust HD).
Video editing by Timo Vasara.
ryan retweeted
What if Spotlight actually understood the meaning inside your files?
DigUp is an open-source macOS menu bar app powered by EmbeddingGemma 2 that brings 100% local, multimodal semantic search to your Mac.
Instead of searching for file names, you can use natural language to:
📸 Find specific scenes in your photos
⏳ Jump to the exact timestamp in audio or video
💻 Search through your codebase by intent
Everything runs locally in a single vector space.




















