Miro Horvath

435 posts

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Miro Horvath

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
Miro Horvath retweetledi
The Grove 3D
The Grove 3D@thegrove3d·
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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Cory Petkovsek 🎮
Cory Petkovsek 🎮@TokisanGames·
@MiroHorvath Yes, targeting Steam Next Fest in February. Just added the Steam SDK and polishing our target scope.
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Cory Petkovsek 🎮
Cory Petkovsek 🎮@TokisanGames·
Our Viking era village in Out of the Ashes is coming along. Work in progress by our environment artist, Marcel.
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Miro Horvath
Miro Horvath@MiroHorvath·
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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prologue: Go Wayback!
prologue: Go Wayback!@playprologue·
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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Miro Horvath retweetledi
PLAYERUNKNOWN Productions
PLAYERUNKNOWN Productions@pp_socials·
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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Miro Horvath retweetledi
PLAYERUNKNOWN
PLAYERUNKNOWN@PLAYERUNKNOWN·
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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Miro Horvath
Miro Horvath@MiroHorvath·
@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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Jove Chiere
Jove Chiere@jovechiere·
Doing a little testing, planting trees, and building roads on the Bailey Peninsula. With a size of 1500x600m. #ToHSeattle #ArmaReforger
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Miro Horvath
Miro Horvath@MiroHorvath·
@thegrove3d love it man, I've been checking Grove3D website yesterday, after our discussion at #bcon25, lots of great stuff
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Miro Horvath
Miro Horvath@MiroHorvath·
@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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Cory Petkovsek 🎮
Cory Petkovsek 🎮@TokisanGames·
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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Miro Horvath retweetledi
Blender Conference 🔶
Blender Conference 🔶@BlenderConf·
This year BCON25 photobooth is legendary! Special thanks from the @Blender team to Sacrebleu for sharing their Academy Award with the community to celebrate the success of Flow. #b3d #BCON25 #Flow
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Miro Horvath
Miro Horvath@MiroHorvath·
After 10 visits to #bcon last year, this year is extra special: I’m celebrating 20 years using #b3d, its awesome community & the open-minded developers behind it 🎉 Designed a new T-shirt 👕✨ Can’t wait to catch up with old friends and meet new ones! #bcon25
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Miro Horvath retweetledi
PLAYERUNKNOWN
PLAYERUNKNOWN@PLAYERUNKNOWN·
Thunder 🌧️ Lightning 🌩️ A very frightening end to a run last night in @playprologue <3
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