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arpu

@arnputz

https://t.co/G8rq3E1397 https://t.co/MC95Bj4G4l

Wien, Österreich Katılım Mart 2016
3.2K Takip Edilen544 Takipçiler
Ash
Ash@AshConnell·
can you guess what i'm blocking out right now?
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david 2metro11
david 2metro11@David2m11·
@FNCVessel 300,000 fewer than last year. We need a lightweight client and well-optimized mobile devices to make good progress
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Vessel
Vessel@FNCVessel·
Its not looking good bros
Vessel tweet media
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Mari
Mari@MadMaraca·
After years of trying, giving up, and starting again… I made it into the @YouTube Partner Program!🥹 Thanks a lot if you watched, liked, or stayed even a few seconds, I truly appreciate ur support! 🤍 We're just getting started!🔥 🔗👇 @MadMaraca" target="_blank" rel="nofollow noopener">youtube.com/@MadMaraca
Mari tweet media
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Qual
Qual@Qualzz_Sam·
@arnputz still working on the mp side :/
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Qual
Qual@Qualzz_Sam·
fences ! Starting to get really cool procedural levels #vibejam
Qual tweet media
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André → andreelias.dev
André → andreelias.dev@andreeliasdev·
My game for @levelsio's 2026 #vibejam now has a combat system! ⚔ Combat in games is often very complex, devs spend weeks tweaking everything so it feels polished. I did mine with AI in just 1 day. And the result you can see in the video bellow. Now you can: ✅ Lock on targets ✅ Attack ✅ Roll to evade ✅ Loot But at this point I only have 6 days left, not weeks to polish everything. So I'll consider this good enough and move on to other features that I need to implement 😁 If you are interested in playing, bear with me, the game is not finished. In the next few days I should have an "MVP" ready and share a link. Thanks to everyone who's shouting out the game! PS: The game has several biomes, this video shows the desert one
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
Texture compression still matters. Bistro scene (2560x1440) on M3 Max G-buffer timings: RGBA8: 0.63 ms ASTC4x4: 0.31 ms Albedo + normal + PBR properties textures. 4x anisotropic filtering. 2x faster G-buffer pass with compressed textures!
Sebastian Aaltonen tweet media
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@cabanier@arvr.social
@[email protected]@rcabanier·
Quest Browser 146.o now ships with experimental support for WebGPU in #WebXR. Turn on "webXR experimental features" in "chrome://flags" and the API will be available. Feedback welcome!
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Leonidas Maliokas
Leonidas Maliokas@PlayingInCanvas·
Final Drop update, running on the web. 🌊 Stylized water + reflections 🗻 Baked AO terrain ☁️ Billboard clouds for the skydive feel 🔭 2x visibility distance Still wild pushing toward 100 player BR scale in the browser. Coming soon to CrazyGames.
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Nick Donahue
Nick Donahue@PrimalNick·
We've generated 50,000 house layouts in 24 hours!
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Armen Yegoryan
Armen Yegoryan@Armen_Yegoryan·
🚨🚨HERE I GO AGAIN 🚨🚨 Just shipped camera keyframing on VideoMo.ai Now you can: ✅ Turn any video into 3D pose ✅ Add your own cinematic camera moves ✅ Transfer motion + camera to your character Early access is coming soon. Drop your email to join the waitlist 👇 VideoMo.ai No one has done this before (I believe), it's gonna be fire 🔥🔥🔥
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robot
robot@alightinastorm·
i can't believe no one has vibe coded a free highly realistic embergen alternative for threejs yet srsly don't make me do it, i need good vfx man
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arpu
arpu@arnputz·
@ps_starke on browser the infos are send to a server and model runs on the server gpu?
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arpu
arpu@arnputz·
@mustache_dev where do you buy the 3d model track?
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Alex
Alex@mustache_dev·
Real time comparison between my web javascript racing game and Gran turismo 7 same track same car. Today i gave a lot of love to the online racing mode hope you guys find it fun ! See you on track. #threejs #gamedev
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arpu
arpu@arnputz·
@onirenaud can this be done for webgl too?
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Renaud
Renaud@onirenaud·
Optimized the three.js WebGPU renderer's memory footprint, reduced per-frame allocations by 41%, cutting GC pauses by 35% and memory churn by 65%. Same 120fps, just less waste. Will PR soon
Renaud tweet media
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NVIDIA AI Developer
NVIDIA AI Developer@NVIDIAAIDev·
Today, we released Lyra 2.0, a framework for generating persistent, explorable 3D worlds at scale, from NVIDIA Research. Generating large-scale, complex environments is difficult for AI models. Current models often “forget” what spaces look like and lose track of movement over time, causing objects to shift, blur, or appear inconsistent. This prevents them from creating the reliable 3D environments required for downstream simulations. Lyra 2.0 solves these issues by: ✅ Maintaining per-frame 3D geometry to retrieve past frames and establish spatial correspondences ✅ Using self-augmented training to correct its own temporal drifting. Lyra 2.0 turns an image into a 3D world you can walk through, look back, and drop a robot into for real-time rendering, simulation, and immersive applications. ➡️ Learn more: research.nvidia.com/labs/sil/proje… 📄 Read the paper: arxiv.org/abs/2604.13036
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