Disclaimer: in the meantime, there are lots of LLM slops. I don’t know if doing it all again would I have used LLMs. I probably should’ve learnt more if I build the engine all by myself 🫥
Anyways, time to comb through the codebase and pay off some cognitive debt...
(3/4)
I resigned from Anthropic today. I spent the last three years doing pretraining research at both OpenAI and Anthropic. Neither company is acting responsibly. They are racing straight to self-improving superintelligence and gambling with our lives. More thoughts below.
Gamedevs, looking for a Unity or Unreal alternative?
Rive ships an engine that's MIT open source. No royalty, no runtime fee, no per-install fee. First-class design, animation, rigging, and UI tools built in. Runs on web, mobile, consoles, even vehicles.
A quick tour 🧵
I’ve alway’s thought it’s a shame that WebAssembly has the word “web” in it. Gives it a connotation that it’s “only for browsers” or something.
Meanwhile, NASA’s over here with a flight-compliant derivative (SpaceWASM) intended for spacecraft!
The intent is writing mission software to a standardized bytecode, where the end platform / ISA is otherwise arbitrary. In other words, run the same mission package on ARM, Rad-hard PowerPC, RISC-V, whatever.
Thus, after-flight you could (safely) upload new payloads with “approved” APIs.
Weird to think about, but just like buggy WASM code shouldn’t crash your browser…the same logic applies to not crashing your critical flight hardware.
Shader To Human V14
https://t.co/MgH18XegiD
Added Slang support (tested with Vulkan and one new DX12 example in Gigi), changed FLT_MAX to prevent warning with Slang it becoming inf, fixed warnings
Presentation video for the ones that have not seen it: https://t.co/R08f9Etw8o
This indie developer is making an open-world 3D platformer where you explore a vast and dangerous labyrinth.
- Tight level design without arbitrary roadblocks
- A world that feels truly open to explore
It's called Soft Ruin. Would you play this?
A nice little rendering breakdown of Animal Well, stepping through a frame with RenderDoc.
I love all the zany things that are done in 2D games, and this one is particularly creative.
https://t.co/ZxhnHG3U9R
I open-sourced ThreeUI, my library of three.js components and landing pages.
160+ are free, and the tool is free too. It includes procedural 3D hero sections, icons, and motion designs. Copy the prompt or source, give it to your agent, then change the theme, lighting, motion or layout.
Live site: https://t.co/rtCfqeZnOP
Repo: https://t.co/B66ahgxHVl
I'm adding a lot more soon. Pro comes with 50+ extra components, MCP, and skills. Early adopters get 50% off right now.
my blog post on motion-based shader is almost ready!
it will be out once back from vacation in 2 weeks, there are a few details to tweak, i don't want to rush things :)
meanwhile, i added a few new modes to my blob tracking demo for you to play with
https://t.co/bp2KFkaG8U
Another SIGGRAPH/DigiPro thing I liked: Weta's new fire solver from Avatar 3. As usual for @AlexeyStomakhin's work, this was astoundingly cool. Neat trick: to make the fire tornado spin, regular forces didn't work well, so they... spun the world instead.
https://t.co/SpuzUEfjt5