ʇ0mmy

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ʇ0mmy

ʇ0mmy

@d0oo0p

Creative technologist @ #LogicInteractive :: on Twitter mostly to talk about creative and tech stuff! | VR | 3D | Haxe | UE5 | C4D |

Oslo, Norway Katılım Nisan 2009
1.4K Takip Edilen531 Takipçiler
ʇ0mmy
ʇ0mmy@d0oo0p·
@shanselman I think many users want an option to opt-out completely from AI in windows. Why not give the user the actual choice? A "no ai" and "no copilot" option would give ai to those who want it and dont annoy the rest with what they dont want. Is this not even worth considering?
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Richard Oliver Bray
Richard Oliver Bray@RichOBray·
The claude code stash feature (ctrl+s) is now my new favourite thing 🤩
Richard Oliver Bray tweet media
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ʇ0mmy
ʇ0mmy@d0oo0p·
@trq212 Great! Now do the same with /fast 🙂
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Sarper Şoher
Sarper Şoher@sarpersoher·
@ccallac7 Primarily because it was fun 😅. Faster load times, no runtime conversion, baked GPU compression, precomputed mipmaps, and support for custom metadata are some advantages of using a custom texture format. I've yet to implement some of these though.
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Sarper Şoher
Sarper Şoher@sarpersoher·
Worked on custom raw texture format today for my game engine. Also made a tiny application that takes in PNG files, converts them to my texture format, respecting 8 bit grayscale, 24 bit and 32 bit formats.
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ʇ0mmy
ʇ0mmy@d0oo0p·
Thank you @mesh THAT was the correct move! 👏
Mike Chambers@mesh

I just shared an update on Adobe Animate over on reddit (/r/adobeanimate), and given the conversations on X, wanted to also share here. Its a bit long, as there is a lot of info, so I also included a screenshot of the core info on Animate. TLDR: We have made some changes to to our plans for Adobe Animate, and it will continue to be available for both new and existing users Hey everyone, my name is Mike Chambers, and I work on the community team at Adobe (and am a long time Flash / Animate user). Yesterday, Adobe shared an email with Adobe Animate customers on the future of Animate. What we shared did not meet our standards and caused a lot of confusion and angst within the community. On behalf of Adobe, I want to apologize. While an email to all Animate customers will go out shortly, I wanted to quickly share a few things: 1) our standard approach for applications in maintenance mode, 2) changes to our plans for Adobe Animate and its status, and 3) our commitments to ensuring that you always have access to your content, regardless of the state of development of an application. Standard Approach for Applications in Maintenance Mode If we deprioritize active development of an application, our approach is to move that application into maintenance mode with continued support. Under maintenance mode, the application will continue to be available, will continue to receive security and bug fixes, but will not get new features. If we decide to go a step further and discontinue a product, we will work closely with the community to ensure they have adequate time to plan in order to minimize disruption and will take steps so that the community continues to have long-term access to their content. Current State of Adobe Animate Adobe Animate is in maintenance mode. While we are no longer adding new features to Animate, we will continue to support it and provide ongoing security and bug fixes. More importantly, Animate will continue to be available for both new and existing users. This is a change from what we communicated in the email yesterday for the status of Adobe Animate, its time-frame, and availability. To be clear, we are not discontinuing or removing access to Adobe Animate and it will continue to be available to both existing and new customers. Commitments for long-term content/file Access For Adobe Animate, our commitment is to work with the community to ensure users continue to have long term access to their content, regardless of the state of development of the application. On a personal note, as someone who started their career with Macromedia Flash 3 and Macromedia Generator, Adobe Animate has a special place in my heart. I know how frustrating and stressful this has been and we clearly could have handled and communicated this better. I might not have answers to everything, but I will try to answer any questions you might have.

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ʇ0mmy
ʇ0mmy@d0oo0p·
@johnstejskal Fla and xfl files are basicly just zip files, they cant lock you out of them unless they block access to the program itself.
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ʇ0mmy
ʇ0mmy@d0oo0p·
@johnstejskal Its a horrible move by Adobe, but not unexpected unfortunately. However it is a bit of bad communication also - pretty sure you can still use it and access your local files after 2027 ; This is for cloud access i think.
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ʇ0mmy retweetledi
Octane Render Italia
Octane Render Italia@OctaneRenderIt·
OTOY reveals new Octane 2027 Roadmap and Beyond @OTOY forum with: - Real-time Neural Viewport rendering - Render to Gaussian Splat - Anime and Sketch Rendering - Generative PBR Materials - AI Light 2.0 for many light sampling - Python API and much more render.otoy.com/forum/viewtopi…
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ʇ0mmy
ʇ0mmy@d0oo0p·
@ninja_muffin99 @News_Funkin Cool. Was for a moment unsure if you did like a unity port for the mobile version here, but thank god not :) .. congratulations, so nice to see #haxe stuff shine!
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ninja_muffin99 🆖
ninja_muffin99 🆖@ninja_muffin99·
@d0oo0p @News_Funkin still full haxe! however certain platform specific things have their accompanying code to wire it up, obj-c for certain ios stuff, and java for certain android stuff
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ʇ0mmy
ʇ0mmy@d0oo0p·
@mrdoob Wow, that rocks hard! One of the best js demos i've seen. Great effects, art design, music. Native or not, its a fantastic demo !😀
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mrdoob
mrdoob@mrdoob·
WUNDERLUST by Gray Marchers 2nd year in a row that a JavaScript demo wins the pc compo at Assembly 🔥 #demoscene #webgl #javascript
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ʇ0mmy
ʇ0mmy@d0oo0p·
@iquilezles @siggraph As an old demoscene coder, Real-Time Live always hits close to the heart! So fun :)
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ʇ0mmy
ʇ0mmy@d0oo0p·
@FieneHerself @innogames @haxelang I dont know how i actually managed to not see this! 😲🤯 Thanks for the recording, great to see an event again 💪🙂🙂
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Fiene
Fiene@FieneHerself·
Haxians! We have a small event together with @innogames next week, 4th of July. We will stream to the usual spot. Excited to answer some chat questions! Cheers, Fiene @haxelang #haxe #haxeevents
Fiene tweet media
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ʇ0mmy
ʇ0mmy@d0oo0p·
@TimSweeneyEpic When will we have scene graph in Unreal? Not before UE6? It will be a long wait... 🙂
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Tim Sweeney
Tim Sweeney@TimSweeneyEpic·
Indeed Unreal Engine is moving to Left-Up-Forward coordinates everywhere, starting with UEFN, and coming to UE5-6 in an incrementally-adoptable way through UI settings and C++ helper functions/macros to ease the transition. This will align Unreal with Y-Up, right handed standards of USD and glTF. Why? Because future 3d tools and ecosystems will be increasingly interoperable and standards-based. There are a lot of missing standards we’ll need to propose, and Team Unreal will be far more successful proposing new things if we adopt and add to existing standards and conventions. The USD-glTF-Maya-Houdini quadrant is the center of mass for complex code-art-pipeline tooling that is highly sensitive to coordinates. (Flipping coordinates when exporting from AutoCAD or Blender is easy enough; changing a movie vfx pipeline is not). Coordinates based on project settings sound like a have-it-your-way compromise but are a combinatorial mess when projects are a mix of code modules and content packages from many independent authors. The best time to make this change would have been 1995, but I believe the second best time is now with the launch of Scene Graph in UEFN.
Tim Sweeney tweet media
Inu Games@games_inu

They changed the orientation of axis in ortho view in #UE5.6. Is the LUF coming here too?

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ʇ0mmy retweetledi
Unreal Engine
Unreal Engine@UnrealEngine·
Unreal Engine 5.6 is here! 🎯 Build stunning, large-scale open worlds that run smoothly at 60 FPS on current-gen hardware 🎬 Animate and rig directly in-engine—no more DCC round-tripping 🧑‍🎨 Fully author MetaHumans inside UE! All that and more to help you start faster and build smarter: epic.gm/UE5-6-blog
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ʇ0mmy
ʇ0mmy@d0oo0p·
@BockJakob Cool. I've created a similar code for a project, it generates realtime random hofmann shapes for user avatars - not as fancy stretchyness but in principle works the same.
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vanity_ibex
vanity_ibex@BockJakob·
"Finished" my Armin Hofmann inspired design exploration tool. Only works on desktop
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ʇ0mmy
ʇ0mmy@d0oo0p·
@elonmusk Even if this is just done with remote motion capture, the fluidness, speed and accuracy the robot moves with is like nothing we have seen before! Impressive!
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