jake downs (@jakedowns) header
jake downs (@jakedowns) profile picture
U.S. EST
Joined April 2009
Photo by jake downs (@jakedowns)Photo by jake downs (@jakedowns)Photo by jake downs (@jakedowns)Photo by jake downs (@jakedowns)Photo by jake downs (@jakedowns)Photo by jake downs (@jakedowns)Photo by jake downs (@jakedowns)Photo by jake downs (@jakedowns)Photo by jake downs (@jakedowns)
jake downs retweeted
Oh... HDR in the timeline... 👀
Wave Runner, made with opus 5.5 and tripo in @threejs
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ah yes, the infinite vulnerability machine, great
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🤖 Made with AI
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Oh yeah, I forgot to show this EXTREMELY important part (sorry for the messy desk)
Full Mario 64 in Mixed Reality! Running in real 3D (no stereoscopic crap) natively at 90FPS and also running on my desk! 😋 Again, Opus 5.5 + PICO CLI combo made it quite straightforward. Such a bliss to play an oldie at 90 FPS in 3D. Disclaimer: I own an original physical copy of Mario 64. This project is not associated with Nintendo or PICO.
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🤖 Made with AI
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jake downs retweeted
Replying to @cloudprism_
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jake downs retweeted
okay I got batching working on Nvidia's Motionbricks, and it's still realtime! About 10k generations a second on one 4090, 26x faster than one at a time. You can now have insanely dynamic crowds in your games! opensource: github.com/patch-gg/crowdbri…
💚 NVIDIA has released the MotionBricks weights on the Hugging Face Hub! MotionBricks generates real-time motion for game characters and humanoid robots. Give it a character's recent poses and the poses it should reach next, and it generates the movement in between, at 15,000 FPS with 2 ms latency. - One model trained on 350K+ motion clips - Smart Primitives for navigation and object interaction, no retraining - SOMA weights for human characters - Unitree G1 weights for the humanoid robot - Code under Apache 2.0, weights under the NVIDIA Open Model Agreement Animation and robotics motion generation, now open for anyone to build on!
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jake downs retweeted
Not all rocks are created equal 🪨💗✨ Real-time VFX trails and friction-triggered sparkles 💫 #realtime #vfx #WebGPU #Soraku
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jake downs retweeted
working on an instrument that turns hand drawn scribbles into sound y axis = pitch, x = time made with javascript, web audio api, roboflow RF-DETR keypoints for tracking hand movements
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does this mean with enough parameters, a model would have a neuron for you and a neuron for me? now i wanna find the mickey mouse neuron… i mean… steamboat willie! don’t sue!
qwen 3 8b appears to have a queen elizabeth the second neuron (L11N3799)
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jake downs retweeted
Replying to @willdepue
Hey I really recommend not using goal. You’re much better off with a manager agent paired with a scheduled automation that reminds it to poll progress of different runner agents it starts in separate threads. My pro tip after that, is to tell the manager to write all your steers down, and reconcile them against the overall goal before dispatching new work.
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jake downs retweeted
Diffraction grating cube 🌈 After seeing a few diffraction grating objects in real life, I wanted to try putting a different grating on each face of a cube, with real spectral diffraction in a #glsl fragment shader.
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ascii slop
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Chris is on to something here! this is fun one-handed action :)
Introducing Crown Survivors 👑 My first game built by Grok @bot and tested by @shipperclub Survive hordes of enemies, slay bosses and climb the leaderboard Play it for free in your browser right now! crown-survivors.vercel.app
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jake downs retweeted
Spent a bunch of tokens over the last few weeks building a fully procedural New York simulation. mrdoob.github.io/slop-newyor… It's only 784KB gzipped and the code is on github, so you can do whatever you want with it ✌️
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jake downs retweeted
it’s been an honor using the computer with you all
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jake downs retweeted
accidentally made the game 10x more fun by allowing 8-directional spear throws instead of 4, suddenly the kit feels alive—although it's very hard to learn the timing to do it while running #indiegames #gamedev
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