Cleaned up a bit the components in the properties UI
Also prefabs icons and way to open/unlink the prefab
I'm still not sure how prefab properties override system will work, so for now I pretty much just let it change the transform
Ported my C++ Vulkan Engine to MacOS/Metal with KosmicKrisp, so far looking good
Obviously way simplified rendering now, but still happy that it works on MacOS now
#gamedev
@haiphamcse Hi, thanks! yeah, pretty much noise input and training with the drift loss
I encoded each triangle as an embedding by just having the 9 floats for the vertices
This works well with flow matching, so my only guess is the drift loss to blame
Tried out the Generative Modeling via Drifting to generate a cube mesh, but so far only got it to collapse. Either it collapses and don't learn or overfit a single solution depending on the tau parameter
drift vs flow matching
@lisyarus Yeah, I think at some point everyone who plays with voxels try octrees, and while theoretically it allows to skip spaces, in practice it's very slow to render