I quit my job in May to focus full time on the risks from the rapid development of AI, and recently wrote up some thoughts plus my early plans for contributing towards mitigations:
https://t.co/Sm2KQR86He
I just released a Unity synthesizer asset that allows you to blend between waveforms directly in Unity 🎵
Play around and record what you create on a virtual keyboard using midi or keyboard & mouse!
🎹 Check it out here: 🎹
https://t.co/Tn5YdkJBFv
#madewithunity#unity3d#gamedev
@thebeesneeze@AssetStore @AssetStore_JP I submitted this synth asset just before you tweeted this but it only just today got through their approval process!
https://t.co/Tn5YdkJBFv
It's a basic synthesizer with an interactive 3D piano, midi support, and a waveform visualizer :)
@FabriceNEYRET These are great! Rendering bugs are often too pretty to be ignored. A couple years ago when parsing HDR images I had some interesting bugs pop up (second image is a magnification of the first).
@owendeery Fantastic write up! It's really encouraging to see indies making games in their own engine these days.
I respect you focusing on gameplay features and not getting lost in the technical weeds, that's something I have to get better at!
@trav_downs @DROP_ALL_TABLES 1.5yr old thread, but in case you weren't aware the latest version has this menu :)
Also ⇧-⌘-C apparently works if you're on a Mac. (although I don't see where in the code)
@KoderaSoftware @MadameMalware I ask because I'm writing my own engine. So far I've tested on Ubuntu, Fedora, and Solus, and they all worked without any special-casing (once the linux-only bugs were fixed).
I implemented Linearly Transformed Cosines this weekend, with great help from the supplementary material provided. Really great technique for area lights, I wonder how many games use it.
Thanks to the authors for publishing: @eric_heitz@self_shadow@daveneubelt & Jonathan Dupuy
Just found out about the amazing @Sonic_Pi, really excited to mess around a bit more with it. Also interested to see to what extent if can be interacted with through an API.
@zet23t Both the road height and the base positions of each terrain vertex are based on the underlying perlin noise. Terrain verts near the road then morph to meet it, maintaining the topology.
I may add sidewalks at some point! So far I only support a tri strip though.
Working on procedural terrain & road generation. Getting the two to meet nicely is tricky but satisfying once working.
Last two images show with/without smoothing of the verge.