
Miro Horvath
435 posts

Miro Horvath
@MiroHorvath
Senior Technical Artist at PLAYERUNKNOWN Productions, ex-Bohemia Interactive, ex-BISim #Blender3D #Python #GIS #procedural #OpenSource #geometrynodes #Godot
Katılım Kasım 2020
137 Takip Edilen713 Takipçiler
Sabitlenmiş Tweet

#gamedev in Blender is fun! Fluid simulation in #mantaflow baked into a flow map with python API and #geometrynodes and used in several game engines like #upbge #UnrealEngine #GodotEngine... it already looks cool rendered in #Eevee ... enjoy and retweet! #b3d
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Gearing up for the next big release, first the web demo got a big boost with UV mapped textures and a working prune tool. Give it a spin at thegrove3d.com

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@MiroHorvath Yes, targeting Steam Next Fest in February. Just added the Steam SDK and polishing our target scope.
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The wait is over! Our game has officially launched in Early Access—jump in and be part of the journey!
prologue: Go Wayback!@playprologue
Prologue: Go Wayback! from @PLAYERUNKNOWN @pp_socials is now available in Early Access! Survive a new wilderness every time you play. New in Early Access: 🧭 New Game Modes for survival and free roam ⚙️ New Custom Game Settings to customize your run 🏞️ Map Editor to design and generate your own worlds
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Curious how PlayerUnknown Productions @pp_socials successfully operates as a remote studio? Check out this great article by our CEO, Kim Nordstrom — a deep dive into how we built our processes, culture, and team spirit.
playerunknownproductions.net/news/how-we-tr…
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Yesterday’s update brought two new Game Modes to try out in Open Beta.
Objective: Survive - Few cabins, limited supplies, see how long you can make it.
Free Roam - No starvation, dehydration, or hypothermia. Just exploration.
🔗Open Beta: go.pp.studio/GoWayback

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How do you teach a model to turn randomness into something meaningful?
Our latest dev blog explores Rectified Flow Matching, a step toward faster, and more consistent world generation.
Full blog: go.pp.studio/RFM

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Our latest dev blog discusses offline basemap generation and its mixture of procedural and machine learning techniques.
"While working on vegetation and climate, we had a chance to experiment by applying these techniques to the real planet surface of Mars... While an ocean now floods the lower basins of the red planet, the dry, cold conditions mean no life survives to grow."
pp.studio/news/cosmic-ki…

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Our team works across time zones and borders, a challenge we’re proud to take on together.
Read more in our latest blog: go.pp.studio/remote-work

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@jovechiere Hi Jove, check what I found on my old dusty external drive… the entire #ToH Seattle map forests in vector format! It's split into 4x4 tiles—would it be handy for you for automated tree placement? 🌲#ArmaReforger #ToHSeattle

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Doing a little testing, planting trees, and building roads on the Bailey Peninsula.
With a size of 1500x600m.
#ToHSeattle #ArmaReforger


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@thegrove3d love it man, I've been checking Grove3D website yesterday, after our discussion at #bcon25, lots of great stuff
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Just posted a quick video on growing hedges with The Grove. Super quick, super easy, have fun growing! youtube.com/watch?v=ezfpzk…

YouTube

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@jovechiere That's cool, Jove! The Seattle map was a great challenge for me back then — it pushed me to learn Python tools in Blender for automated roads, houses, and vegetation placement. Good luck! 😉
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#ToHSeattle 61x61km
At 52 years old... I don't know if I'll have time to fill in that whole map.
#ArmaReforger


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Update on my projects and life:
Terrain3D is closing in on 1.1 which will have displacement as the headline feature. There are countless other improvements coming in this release. Maybe next month or so.
Sky3D has been going through internal restructuring and is approaching its first hard release of 2.1. That one will be in the asset library.
Out of the Ashes has been making tremendous progress. I will publish more video snippets showing off our work towards the end of the year. For the 4th quarter, we plan to work on producing a second demo which will be on Steam in Jan/Feb.
I haven't been making any YouTube videos because I've had to pick up a part time job while still making daily progress on these projects. Tutorial videos take a ridiculously long time to make, often 1-2 months each.
I'm thinking maybe I'll change format to one video per feature so I can make them faster, put them in a Playlist, and replace them when out of date. And maybe I could make non-tutorial videos, talking about subjects like the business side of gamedev, team management, recruiting, mindset, motivation, burnout, writing, or things we've learned on our project. I've been in gamedev for 7 years, and am on my 6th career so have plenty to talk about. What do you guys think?
Hope you're doing well on all your projects. Keep learning, and making progress every day. 💪🏻
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The open beta for is live! 🎮
I helped with some tools during development — amazing to see the team’s work out in the world.
PLAYERUNKNOWN Productions@pp_socials
We’re excited to get our first game in the hands of even more players! Play the Open Beta for @playprologue today.
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