Can gemini-cli learn how to program in @nodes_io?
Let's find out.
I've scanned all nodes from past projects and prompted Gemini to create new node converting 3d mesh into Octree representation. It was able to get the right node+port syntax on first try, same for geometry outputs, onChange handling. Only pex-math library needed more help as Gemini tried to use gl-matrix syntax. All I had to do is copy generated node into my graph. So far impressed. One login. No API keys, auth, uploading files to the cloud or managing subscriptions.
See video for the results.
Friends, those of you who frequented certain corners of the web twenty yrs ago might remember I was quite active sharing demos & tutorials. After a break, I'm getting back into it! Will probably mostly be touchdesigner, comfyui, AI etc. More soon!
https://t.co/4ODa2aFxuU
Generating plants from a triangle to a meadow in 8k.
WIP of Spirit Plant. Each leaf was modelled procedurally from scratch using our engine and @nodes_io. Every plant structure, every color and simulation behaviour too.
Click to open in fullscreen to see details. JavaScript can do.. if you want and spend almost 8 months on it.
Every 20 seconds, a new Spirit Plant blooms—composed of 4 traditional Polish herbs and an ever-shifting palette of colours.
In just the first 3 days of Expo 2025, visitors have co-created thousands of unique digital plants at the Poland Pavilion. The result? An endlessly evolving garden of collective imagination.
#Expo2025 #GenerativeDesign #PolandAtExpo
We’re one step closer to truly scalable, hardware-independent AI. Today’s premiere introduced major updates that simplify deployment, speed up development, and bring powerful performance to any GPU. Here's what dropped 👇
2025 Experimental builds are now available for download! 🚀
Check out these highlights
- New Point Operator family - POPs
- New DMX workflows
- Laser CHOP gets a major upgrade
- Python autocomplete/help
- New Python tools
100s more new features.
Get here
https://t.co/KNW0IA8pjK
Indeed Unreal Engine is moving to Left-Up-Forward coordinates everywhere, starting with UEFN, and coming to UE5-6 in an incrementally-adoptable way through UI settings and C++ helper functions/macros to ease the transition.
This will align Unreal with Y-Up, right handed standards of USD and glTF.
Why? Because future 3d tools and ecosystems will be increasingly interoperable and standards-based. There are a lot of missing standards we’ll need to propose, and Team Unreal will be far more successful proposing new things if we adopt and add to existing standards and conventions.
The USD-glTF-Maya-Houdini quadrant is the center of mass for complex code-art-pipeline tooling that is highly sensitive to coordinates. (Flipping coordinates when exporting from AutoCAD or Blender is easy enough; changing a movie vfx pipeline is not).
Coordinates based on project settings sound like a have-it-your-way compromise but are a combinatorial mess when projects are a mix of code modules and content packages from many independent authors.
The best time to make this change would have been 1995, but I believe the second best time is now with the launch of Scene Graph in UEFN.
チームラボよ、どこへ行く? https://t.co/DGa1CycmlW チームラボ評を書きました。アブダビでの新作がKimchi and Chipsのパクリと批判されている件を見て、かつて身を置いた者として今書ける/書くべきことがあると思い、近年の訴訟の件なども含めこの数年考えていたことをまとめました。
🌿 Introducing pesto~ for Max/MSP!
A standalone wrapper for real-time neural pitch estimation powered by Sony CSL's PESTO deep learning model. Get robust, timbre-agnostic, low-latency (<5ms) pitch tracking with confidence & amplitude outputs in your Max patches.