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A full FPS "horror" tech demo of my idTech 8 style GI implementation in @threejs
Sound on! 🔊 I spent all evening on the sound design, I hope you like it!
👇 I added further details in a thread for the curious bunch
Oh man, I missed the star line of the article.
"If you don't speak English, you need to find a different community."
Some people are truly evil. Look, I think 95% anti-AI are honestly mislead. Posts like this however, are simply discriminatory.
And if
- you have severe dyslexia
- have tried to learn to code but don't have the capacity
- have mental focus & clarity disorders like ADHD
You're not welcome. Begone, lesser people!
Us native-english luddites are the only ones entitled to post in this forum. Because I said so.
Wanna write a good policy for open source software? Keep it like it was:
- No aggregious self promotion
- No illegal use cases
And, if you have the capacity, build good software. The average AI output is pretty crap - but learn some things and you'll deviate from the average fast. We should be encouraging self-competency WITH AI, not "anything but"
r/opensource Reddit mod thinks they know better than the creator of Linux
Or rather, they are having a wonderful power trip thinking they have any real influence over actual open source
Checks out 😂
Here's the best candidate so far
I dub this "Multirate cellular multimaterial physics simulation" 🤪
It's very flawed, but closer than any available papers for what I'm trying to achieve
- Made up of cells that are within bricks
- Each cell can represent n materials. For example, one cell could be a mixture of water & sodium chloride (salt). I'm not trying to represent individual elements
- Each material has a mass within that cell
- Materials are described with melting point, boiling point, density, conductivity, viscosity, viscosity temperature dependence, solubility & several more things
- Reactions are not procedural - they're defined. For example, wood heated up doesn't melt - pyrolysis occurs and we get charcoal, smoke etc
- Most things are a simplified representation, but you can do some cool things like boil water and have salt left at the bottom
There's a ton more to it, but it would require a whole blog post, which I will write up. There's a ton of disadvantages to the way I'm doing it, which I'm now chipping away at.
I have a 40km x 40km memory view based implementation right now that is running at 60hz, which means the guard to ensure "priority active bricks (sets of cells)" are active is needing to prioritize too many bricks to achieve the 4x 240hz target
240hz is unnecessary though, and just a way of "napkin math" assuming it will scale to devices not as powerful as mine. 30hz is more like it.
The large terrain one will clearly tank on anything worse than an M4 Max though - which either isn't good enough, or I need to accept certain distance-scaled things like a volcano 15km out isn't plausible
I've given Claude some candidate architectures for "huge physics simulation on steroids". Those candidates are pie in the sky roughly worded computing ideas, badly worded by me.
Because this project hinges on the technique's ability to process & compute huge amounts physics information super efficiently
Efficiency, I am certain, will come at a tradeoff of accuracy & deterministic solving
I will take inaccurate, chaotic, staggered & interleaved updates AS LONG AS it feels fun as fuck in realtime and you can't really notice. Our brains can only pay attention to so much anyway, and I plan to take full advantage of that in how the solver decides what to solve and at what "zoom" level!
Unless of course, you're trying to do several chemical reactions in a 1km lake or something. Then you expect shit to slow down
But even then, I'd rather the physics to slow & not the game freeze (or perhaps some time slowing effect while stuff catches up!? the matrix tearing haha)
Probably the first ever voiceover I heard in a game was Duke Nukem. Or it could’ve been MGS
But I didn’t know Jon did SO many voices in other games I played
Holy shit what a legend!
Matt retweeted
Hello, I'm Felipe! I'm a 3D Env Artist and Level Designer, currently at Apogee Entertainment, as well as Lead Artist & Level Designer on Twisted Tower.
I'll be sharing artwork and updates on game development projects here. Open to new opportunities!
felipecaravelli.com
I've given Claude some candidate architectures for "huge physics simulation on steroids". Those candidates are pie in the sky roughly worded computing ideas, badly worded by me.
Because this project hinges on the technique's ability to process & compute huge amounts physics information super efficiently
Efficiency, I am certain, will come at a tradeoff of accuracy & deterministic solving
I will take inaccurate, chaotic, staggered & interleaved updates AS LONG AS it feels fun as fuck in realtime and you can't really notice. Our brains can only pay attention to so much anyway, and I plan to take full advantage of that in how the solver decides what to solve and at what "zoom" level!
Unless of course, you're trying to do several chemical reactions in a 1km lake or something. Then you expect shit to slow down
But even then, I'd rather the physics to slow & not the game freeze (or perhaps some time slowing effect while stuff catches up!? the matrix tearing haha)
WOW
Also, it’s so good, it says “Made with AI” when it’s literally from the shader
I love realtime graphics 😍
I mostly quote tweet my own tweets
Riding the coattails of my own content
Wtf are coattails really anyway
Re-did everything from the ground up. Many learnings from the last few experiments
Now we have efficient realtime destruction - from small scale, all the way to placing & removing ~1km of terrain
Lots of cool tricks going on here 😊 huge potential for DBZ-style fights!!
The next challenge here is to add temperature to all the packed data
Everything already has a material - and at startup a static list of all materials is its boiling, freezing point, thermal & electric conductivity, mass.
Then we can dump some oil in the ocean (super eco friendly), watch it sink, metal some rock to create islands & create artificial glaciers with some insane weather
Matt retweeted
The gamedev AI conversation is baffling. Moviemaking seeks out directors who delegate the mechanics of production to others with the technical skills to achieve their vision. Ridley Scott, Christopher Nolan, David Fincher, Denis Villeneuve…
No one thinks they aren’t creative.
Apparently if I use the map to warp, the entire foliage has a fucking seizure
Idk what to do - call RSPCA??
This is one of my favourite progress shots...
Idk why. It's oddly satisfying. Even though the foliage leaves are rooted the wrong way.
I have yet to find a Vantablack ink pond, luminous-blue piss-pool or bubble solution crater during playtesting
But they are in the clanker's progress screenshots
So I know they're somewhere...



















