Eric K

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Eric K

Eric K

@ShrikeCGD

Passionate Game Designer, Independent Consultant, Designer of Synthetik & Co founder of: https://t.co/SQNYPRavMZ Underground Synthetik WIP Content

Berlin, Germany Katılım Mayıs 2015
124 Takip Edilen94 Takipçiler
Eric K
Eric K@ShrikeCGD·
@guitio2002 This distance field paper seems gone, where can one find it?
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Eric K
Eric K@ShrikeCGD·
@dishashah66 Im really wondering, why do you need 10 steps per color? This is such a common pattern, but didn't this explode complexity?
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Disha Shah
Disha Shah@dishashah66·
After building 4 design systems since December — mostly for AI-first products evolving beyond basic MVPs — one thing I’ve realised is: People often underestimate how much (or how little) needs to go into color systems. Not every product needs an extensive palette from day one. But once products start dealing with analytics, dashboards, operational workflows, tracking systems, charts, and layered states — color systems start carrying a lot more responsibility than just branding. One green and one red is almost never enough. Semantic tokenisation becomes incredibly important here too. Instead of: “Use Blue 500” Teams start designing with: → action.primary → bg.surface → border.subtle → field.disabled → chart.indigo Structured tonal ramps also help massively with hover states, overlays, dark mode, elevation systems, accessibility contrast, and scaling UI cleanly without introducing random colors every sprint. And accessibility mapping becomes critical very quickly in mature products — especially across data-heavy and information-dense experiences.
Disha Shah tweet mediaDisha Shah tweet mediaDisha Shah tweet media
Disha Shah@dishashah66

Since 2022, I’ve built design systems of all scales and sizes for Salesforce, React, Angular, Vue, and briefly for iOS — across a wide range of web, tablet, and mobile applications. Here’s a little BTS sneak peek into the style guides I have built over the years.

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Mario Zechner
Mario Zechner@badlogicgames·
@mahdertarik i'm old, i like big displays. weight is pretty ok in a backpack.
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Mario Zechner
Mario Zechner@badlogicgames·
why? why shouldn't i be an absolute moron and buy this?
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Eric K
Eric K@ShrikeCGD·
@SheriefFYI its not, its one of the most common issues for any game outside of graphics drivers
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Sherief, FYI
Sherief, FYI@SheriefFYI·
this is a level of shifting the blame that I never even imagined was possible.
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DrElliot
DrElliot@MrDrElliot·
More info about the game jam: Decided on prizes of $100, $50, and $25. Still trying to workout the logistics, If you like game-jams, and want to learn a new engine and help a community. Join! #gamejam #gamedev github.com/MrDrElliot/Lum…
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Eric K
Eric K@ShrikeCGD·
@The_FrostySinZ @TheMG95 ?? Procedual Generation has nothing to do with ai in the slightest and is used since "asteroids"
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Frost
Frost@The_FrostySinZ·
@TheMG95 Same with procedural generation imo but a lot of devs like to say its not AI to avoid the backlash.
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Eric K
Eric K@ShrikeCGD·
@zeddotdev @huacnlee btw Zed UI dosnt work on touch at all, I can't scroll with a touch display, it just selects lines instead of scrolling making it unusable (also It took me 3 minutes to figure out how to disable the Agent panel again, tiny icon on bottom left)
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Zed
Zed@zeddotdev·
115 PRs to Zed. A 60+ component library. A production app that replaced Electron. All centered around GPUI — Zed's GPU-powered UI framework. @huacnlee is a Zed Community Champion 🏆 zed.dev/blog/community…
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Low Level
Low Level@LowLevelTweets·
self host gitlab tailscale vpn mattermost gg no re
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Eric K
Eric K@ShrikeCGD·
@doodlestein If I learnt anything in the past 10 years then that parallel waterfall work with little review and polish are the worst code, and focussed iterations and polish gives order of magnitude results. Doing things parallel either are solved issues, non creative or low quality.
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Eric K
Eric K@ShrikeCGD·
@rms80 Maybe charging for latest builds could be a thing and older builds free
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Ryan Schmidt
Ryan Schmidt@rms80·
It's a travesty that OSS devs can't get sustainable funding by doing the right thing. OTOH, this software was on my list to try, and I would not have donated - but now I have. (interesting approach, being fully GPL but charging for access to builds)
MrNeRF@janusch_patas

Heads up: there are some changes coming to LichtFeld Studio. LichtFeld is growing quite a lot, but contributions are not. In fact, besides the two corporate contributors and one bronze sponsor, there is less than $100 on average contributed per month. There were 10,000 downloads in the last 30 days, and nobody contributed anything financially back to the project. Not a single dollar. I cannot support my living on that basis. Given the amount of work I am putting into this project, and it is a lot, often easily 60 hours a week, to provide a state-of-the-art, self-contained 3D reconstruction suite that is used by businesses around the world, this situation is no longer sustainable. The idea was to grow it together, but at the moment it is mainly being used without enough support in return. If every user had contributed only $10, the continuation of the project would have been secured. I have asked for that quite often. I like sharing my knowledge, but I cannot sustain it under these circumstances. Going forward, there will not be any free binaries provided anymore. I created a portal at portal.lichtfeld.io which will give access to daily binaries after registration and donation. This will hopefully help finance the development and maybe even allow me to pay someone in addition. If you cannot afford it, you can still put in the work and build it from source. There are no restrictions. I am aware that people like to work around something like this, and they certainly will. But in the end, that simply means that my work on this project will be discontinued at some point. Btw, after payment an invoice will be automatically issued!

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Eric K
Eric K@ShrikeCGD·
@DeemosTech Guys you need to test on hard surface models not super forgiving organic models. Every remeshing algorithm is always presented on an animal and then breaks apart on a simple cube.
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Hyper3D by Deemos
Hyper3D by Deemos@DeemosTech·
🤯Topology & UV — the NO.1 headaches in #3D GenAI. 🔥We just move closer to BOTH at the same time. Introducing SATO: Strips as Tokens, a new autoregressive model for topology & UV, has been conditionally accepted to #SIGGRAPH 2026. Will available at #Hyper3D More details👇
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Eric K
Eric K@ShrikeCGD·
@npm_i_shaders Is it possible to edit the shaders themselves? Looks really cool.
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shaders
shaders@npm_i_shaders·
One of the most requested features is here. Shaders now works with vanilla JavaScript, no framework needed! Try it today at shaders.com
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Eric K
Eric K@ShrikeCGD·
@techhalla The fundamental problem here is that you do a lot of work just to be on the point of a asset store game sample. A rigid block of prototype gameplay that you need to polish to hell now. Do 1 thing really well then move to the next, not all parallel.
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TechHalla
TechHalla@techhalla·
Vibe coded this customizable video game entirely with AI. You can add custom nano banana tiles and 3D models from Tripo. It's open sourced (repo at the end) and here's how it works 👇
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Eric K
Eric K@ShrikeCGD·
@doragonhanta Looks great. would you recommend NRI as abstraction or go raw vulkan?
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Eric K
Eric K@ShrikeCGD·
@WWeynants I suppose for nanite a runtime vertex offset is not that efficient as it is WPO. With classical meshes that would be very fast. I suppose this solution makes the most sense then.
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Wouter Weynants
Wouter Weynants@WWeynants·
@ShrikeCGD True, though runtime is less performant... At runtime. Nanite makes it easier to chew through the many meshes. Disk size is cheaper than ever. Performance is great for UStaticMeshes, better than anything else.
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Wouter Weynants
Wouter Weynants@WWeynants·
Another day, another update: PCG Geometry Decals 👇 • Drop actor in scene • Hit bake • Instant Nanite mesh—no sculpting, no shader tricks. All geometry. Would this speed up your terrain workflow? #UnrealEngine #PCG
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Eric K
Eric K@ShrikeCGD·
@WWeynants The classic issue with many tools is that they save every inst into the scene. Saving to project is way better but you still make copies every time adding to memory and build size. I assume the best would be to have a per-scene height map and deform in RunTime (?)
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Wouter Weynants
Wouter Weynants@WWeynants·
@ShrikeCGD Editor only, saved to nanite enabled static mesh in content folder. Not sure what you mean by static copies?
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Eric K
Eric K@ShrikeCGD·
@TheMirzaBeig how is it done? voxel grid? very impressive The reflection is from a realtime probe?
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Jos Tarigan | Developer, Lecturer, Researcher
@SebAaltonen The problem is this is only works if the background is static. What happened if the back is animated? eg glass over youtube. Android already have blurred background even for moving background. But refraction effect is kinda hard IMO
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