John "Lin"
1.6K posts

John "Lin"
@ProgrammerLin
Programming. Programming. Programming. Lots and lots of programming. https://t.co/961FTHVg8R
शामिल हुए Mart 2012
24 फ़ॉलोइंग21.4K फ़ॉलोवर्स

Hello friends. I spent this past weekend experimenting with training a neural network to generate 2D tile maps - or more specifically Zelda Oracle of Seasons maps - and wrote a blog post on the process and results. voxely.net/blog/using-a-r… #MachineLearning
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@trshmanx @TooMuchVoltage @voxagonlabs Since other people will see this, I'll confirm that this is not the case. :)
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@voxagonlabs @ProgrammerLin where are you??? 😛
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The #NVIDIA ADA GPU Architecture Whitepaper is available: New RT cores with Opacity Micromaps + Displaced Micro-Meshes, 2x Ray-Triangle intersect throughput, Shader Execution Reordering, 96MB L2 cache, 2x Optical Flow accel. perf, improved Tensor Cores...
images.nvidia.com/aem-dam/Soluti…

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So I was inspired by @ProgrammerLin's voxel engine and decided to try making my own voxel raytracer. I tried to make a fire animation and have now realized that I'm really bad at using MagicaVoxel lol
#voxels #raytracing #gamedev #OpenGL
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@Skankhunt42E I'm working on a scene and the blog post to go with it, which is turning out to be extremely long. It'll likely be a few days still.
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@tuxedolabs Also, Teardown's lighting never ceases to amaze me. I don't think there's anything else out there that rivals it. So many different scenes in this video and they all look stunning!
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Today is the one year anniversary of the initial Teardown release. Let's celebrate by revealing what's coming this December!
High resolution version: youtube.com/watch?v=0_r3IR…

YouTube
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@Skankhunt42E @edelkrebs1 It is now possible to attach custom data per-voxel and introduce new geometry types with ease. So while not directly, the code for growing plants is all there. One thing I'll probably showcase soon is growing vines with chain physics.
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@edelkrebs1 Not quite, but it'll be the first demonstration of the new codebase with all the new designs, which has big implications for the project as a whole. There will be many new features being showcased soon.
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@void1games I believe the fires have AO erroneously being applied to them, which is missing from the reflections. So it's not intentional, just an oversight. :)
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@ProgrammerLin The concept looks awesome….one nitpick though about the rendering….the fire looks brighter in the reflection….was that intentional? As it’s not physically correct….
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@Skankhunt42E A very early version of this project had rudimentary cloth simulation twitter.com/ProgrammerLin/…. The new codebase will feature non-rotated transformations and more soft body physics as well.
John "Lin"@ProgrammerLin
The only downside to having volumetric clouds is that standing on the ground and waving some cloth around doesn't seem all that cool in comparison. #voxels #gamedev #rtx #ProceduralArt
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@ProgrammerLin 🤔 could the engine handel it if you make rly big billiards and make the balls actually roll?
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@xik_le Yeah, it's a little goofy having them be inside the surface itself. The corner pocket collisions worked much better like this though due to an optimization in how the voxel collisions are calculated. This shortcoming hopefully shouldn't be an issue in the future though.
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@ProgrammerLin The pockets are in weird positions, but nice nevertheless :)
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@ImSpaceLover684 Thanks! I'm sorry, but I don't have an answer to that at the moment.
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@ProgrammerLin This looks awesome! Is there any aproximate date when we can try it ourselves?
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