Independent software developer. Building graphics runtimes, compilers, GPU experiments and games. C++, C#, Three.js, WebGPU, Vulkan/RTX. https://xitter.cf/t.co/dLGuaWWi29

Australia
Joined August 2026
Pinned Tweet
KDC1 in KDC2 A few highlights riding through the old map and exploring the church. Still lots to fix, but pretty cool seeing it running in KDC2.
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Spent pretty much all day trying to optimise the rendering and get rid of the hitches when moving around the world. 😂 Ended up changing how vegetation is streamed, reusing GPU resources, reducing shader compilation and even patching parts of Three.js to cut down unnecessary allocations. Also changed how the world is generated, with proper watersheds, rivers and more natural forests. Still getting some frame spikes, so not quite there yet haha. All running in the browser using WebGPU. github.com/SamG-Coder/BakedV…
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SamG retweeted
No, this is not real life. This is Crimson Desert running at max settings with RT and DLSS 5. We have officially achieved photorealism in gaming.
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KCD1 -> KCD2 Decided to take a ride around Rattay at night. 😄 Actually, quite nice just riding through the empty streets with the torches lighting everything up haha.
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Been working on this. 16km² in the browser: Three.js/WebGPU, voxel baking, cached HLOD, paged GPU uploads + stale-job cancellation. Live day/night walk. Still sorting streaming hitches. Try it: samg-coder.github.io/BakedVo… Code: github.com/SamG-Coder/BakedV…
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Dragon Ball game update coming along well. Bulma is here with capsule no. 9! Also, Dragon Ball: Beerus is looking insane rn. Play here: app.usecrayon.ai/play/3a9001…
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Another update on my KCD1 in KCD2 project! Finally got the original KCD1 character clothing meshes working correctly in KCD2! 😄 This is another big step towards getting the original NPCs, clothing and quests working properly in the newer engine. Still plenty of work to do, but progress is looking good! github.com/SamG-Coder/Kingdo…
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Been working on getting the original KCD1 clothing working correctly in KCD2. Turns out it's a lot more complicated than just converting the meshes lol. Had to deal with different skeletons, body shapes, morphs, clothing layers, materials and LODs. Also had to fix the skin showing through clothing and preserve the original equipment. Built a clothing simulator to test the conversions without having to load KCD2 every time. 61 NPC appearances rebuilt so far. Still a few issues to fix haha.
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SamG retweeted
Day 21/ Wonder what happens the remaining seven days. But today is a reset.
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Okay, I guess I need to add a torch or flashlight.
I took a walk in this browser forest then switched it to night. Suddenly I wanted a flashlight. Try it on desktop with WASD. Let the first GPU bake finish before entering.
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Just need to focus on the speed for generating the grass tiles.
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BakedVoxelLighting - a 4km x 4km world running in the browser. Three.js + WebGPU, with voxel lighting baked on the GPU and cached locally. A little walk through the grass and trees. Still lots to fix but getting there! github.com/SamG-Coder/BakedV… Try it: samg-coder.github.io/BakedVo…
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DYSTOPIA major update 🌃 A fully procedural noir island built with Opus 5.5 and three.js WebGPU + TSL. 42 km². 37,491 buildings. 2.9 million rooms! And a tiny micro-drone named WREN that can fly into almost all of them. (HINT: hit F, then hit G to fly WREN (the mini drone) . What's new: -Houses, shops, apartments, offices, lobbies, and hotels are now furnished using real-world inventories. -Every window actually shows the room behind it. -WREN can slip through vents, windows, and letterboxes, explore inside, and find its own way back out (camera is bad but being fixed). (HINT: Hit F, then click on a building (you'll see the access points), then Hit G and fly the micro drone in to explore.) -SABLE has been completely rebuilt as a showpiece. -Major performance improvements with zero visual downgrades (more of this still coming) Now for the fun part (continued fun...). 😅 When you procedurally generate 2.9 million rooms, things are bound to get a little weird. Right now, roughly 1 in 3/4 rooms has something wrong with it. Go gentle in the comments please, she's still a WIP. Walls you can see through from one side. Floors flickering because two slabs occupy the same space. Seven power outlets stacked on top of each other. A sofa staring at a wall while the TV points somewhere else....a staircase leading directly into the ceiling. Some truly cursed architecture. 😂 But the solution isn't to go around fixing millions of rooms individually. I'm reworking how the buildings are generated from the ground up. More like how an actual architect would approach it: structure and stair/elevator cores first, then corridors, individual units, and finally rooms. The exterior facades will follow the actual interior floor plans instead of the other way around. (Spend usage and learn I guess LOL) I'm also building an automated "building inspector" to catch structural issues, bad door swings, one-sided walls, overlapping objects, and duplicate placements as this is starting to get way more serious than when I started out. On top of that, WREN will run GPU-assisted visual inspections through tens of thousands of rooms to help identify and eliminate defects. Each room will also get baked lighting. The goal is simple: millions of unique, believable, explorable rooms without manually building a single one. Should get there by middle of next week if all goes well . 🤯 And then I'm going to hide some real LOOT and we will see who finds it. 👀 #DYSTOPIA #THREEJS #ClaudeCode #indiedev 🪙🪎
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