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Ex-Coinbase Staff Engineer. Building apps and games.

Mountain View, CA
Joined May 2021
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Replying to @Satior420
Physics engine update 💥 Real-time soft-body car crashes on @threejs + Rapier @dimforge , with no canned animations. Runs 12 cars at once at 60 fps on an iPhone 15 Pro Max. #threejs #gamedev
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I've added three bosses to the game. The aliens are fun, but the Crane Bot is EPIC!
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~140–160 nodes and ~870–1,000 beams per car (the Golf is 143 / 881). The solver runs in a worker off the main thread, at 8 substeps per step. A car costs ~0.3 ms per step, and the mesh just gets skinned to the nodes on the GPU. That’s enough for 12 cars at 60 on an iPhone 15 Pro Max. Funny thing: my old Pixel 6 Pro runs it even better
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Replying to @TheCanadianGTR
Pretty cool that you can mod existing game, I am doing something similar but for my new game teapawt.net/initcore/status/211554…
Physics engine update 💥 Real-time soft-body car crashes on @threejs + Rapier @dimforge , with no canned animations. Runs 12 cars at once at 60 fps on an iPhone 15 Pro Max. #threejs #gamedev
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Replying to @SaberGames
Very cool 😎 can’t wait to play it
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Nice! Yeah, it’s Ben real fun so far
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Part 2: weapons 💥 Rockets punch real holes, lasers burn through the metal, doors tear off with the holes still in them. Same soft-body physics on @threejs + Rapier. #threejs #gamedev
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Pretty much! Give it any car model with separate wheels and the editor generates the crash structure from the mesh, then you can tweak nodes and beams and crash-test it right there
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Replying to @ziziran2
Yes! A bent wheel shifts its toe and camber, so the car pulls to one side and you have to steer against it. Lose a wheel and the corner drags.
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Part 2: weapons 💥 Rockets punch real holes, lasers burn through the metal, doors tear off with the holes still in them. Same soft-body physics on @threejs + Rapier. #threejs #gamedev
Physics engine update 💥 Real-time soft-body car crashes on @threejs + Rapier @dimforge , with no canned animations. Runs 12 cars at once at 60 fps on an iPhone 15 Pro Max. #threejs #gamedev
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Replying to @tieuho2k7 @threejs
Other engines would work fine. I wanted a game that IS a script: a ringing phone is 4 lines of text, a monster is a few more. That makes it fast for me and my Twitch community to build episodes together, and the engine automatically paces the fear. Why I did it 👇 0xkot.itch.io/the-cradle-epi…
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Work in progress, will release on itch
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Physics engine update 💥 Real-time soft-body car crashes on @threejs + Rapier @dimforge , with no canned animations. Runs 12 cars at once at 60 fps on an iPhone 15 Pro Max. #threejs #gamedev
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Replying to @davidgasparian
Я сделал что-то похожее, только с локальной ллм. Я написал скрипт который дергает rss новостей, а ллм мне просто подводит итоги и записывает короткое голосовое в тг
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I’ve been experimenting with Gitea, and it runs surprisingly well on a cheap VPS. Block storage snapshots and offsite replication make it a pretty solid low-cost setup.
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Been cooking this one for a while. 🚗💀 Carmageddon meets Twisted Metal meets Dark Souls boss fights. And aliens stealing cows. 🛸🐄 Targeting 60 FPS on 2020 phones, with Wreckfest-level car physics on iPhone. Still WIP with @threejs and rapierjs. 👀
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Replying to @ios_dev_alb
I recently visited a computer museum where two old-school programmers were demonstrating how they used to program with punch cards. You could see how much they missed those days, even the smell and sounds of the machinery. Now they’re telling younger generations stories about it. Maybe one day you’ll be doing the same with iOS development :)
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Replying to @valigo
By your own logic, reviews aren't a measure of the game. They're a vote on anything people care about. That's fine for curators and tags, which say what they're filtering for. But it all gets folded into one review score, and the buyer who just wants to know "is it good" can't tell a broken game from a boycott. A single number that mixes quality with politics doesn't inform consumers. It misleads the ones who weren't in on the campaign.
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