Simon

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Simon

Simon

@iced_coffee_dev

Funemployed ex-(Google/game dev). I code things, mostly game related, sometimes not.

Katılım Mayıs 2020
99 Takip Edilen10.7K Takipçiler
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Simon
Simon@iced_coffee_dev·
Shaping functions are tiny pieces of math that make motion feel alive. Same frog, same stop & end point. Different curve, totally different feel. This thread has a bunch of practical ways to use them! #threejs #shaders
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Simon@iced_coffee_dev·
@ebethefirst And trying to decipher the lyrics and writing when you bought a music cd hah 🤣
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Simon
Simon@iced_coffee_dev·
I still have the boxes of the games I worked on, and I’m proud of each one. There’s something deeply satisfying about having physical artifacts. People who work with their hands know the feeling of stepping back and saying “I made this.” Gamedev is already a field that leaves few clues that you ever did the work. The thousands of hours you pour into it disappear into features, bug fixes, optimizations, whatever else. I really liked having a box on the shelf that said “I helped make this.”
PlayStation@PlayStation

Important updates: News on physical discs for new games - play.st/4v86Wg3 News on PlayStation Store on PS3 and PS Vita - play.st/4vEN9FX

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Simon@iced_coffee_dev·
@dangreenheck Oh man I loved getting the manual, sometimes there was a bunch of opening story and lore in there too. The old Diablo/Starcraft manuals come to mind.
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Dan Greenheck
Dan Greenheck@dangreenheck·
@iced_coffee_dev I really miss having solid game manuals that clearly had a lot of love put into them. It was almost as much fun reading the manual as playing the game. The Sim City 2000 manual was almost 150 pages! classicreload.com/sites/default/… The joys of getting older...
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Stephen Haney
Stephen Haney@stephenhaney·
Paper Shaders: now fully open source and FREE Yes, you can make a: plugin, tool, template, site, app, library. Resell it. Make a Figma plugin. It's already code. Go for it! We're pushing shaders forward. New Paper Shaders on the way.
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Casey Muratori
Casey Muratori@cmuratori·
Apropos of the recent "no more physical media" stuff, I just wanted to mention that a year ago I unsubscribed from several streaming services and started buying Blu-rays again. I have been very happy about this decision.
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🜏 Edmund McMillen 🜏
🜏 Edmund McMillen 🜏@edmundmcmillen·
I collect physical media and will always find a way to release my games physically. The fact is, if mainstream publishers stop, independent boutique publishers will continue making collectors editions that will be way better anyway. That is till next gen consoles are digital only…
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Etienne Jacob
Etienne Jacob@etiennejcb·
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Daniel Velasquez
Daniel Velasquez@Anemolito·
Gonna feature this site by @mount_inc as site of the week on the newsletter tomorrow perfectdays-movie.jp/en/ The implementation of the text and how it splits into different strokes is insane, I'm obsessed
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Leanne Werner
Leanne Werner@lnpepper·
When I started this project to create docs for @threejs TSL it was because there wasn't any, which means I spent way too long working to get these out 🙃 tsl-docs.vercel.app
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Aaron Lemke
Aaron Lemke@aaronlemke·
Using Fable 5 to add fur and a new voice to my RL creature. The voice is based on the neural network activation (pictured top left). Made with @threejs @webgl_webgpu @runpod trained with JAX and MuJoCo from @GoogleDeepMind
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Three.js Conf Paris
Three.js Conf Paris@threejsconf·
Ahoy ! 🏴‍☠️ Early bird tickets are sailing away, don't miss your chance to catch yours before they're gone! 🦜 👉 threejs.paris/tickets 👑✨ Get on board for 2 unique days and meet our legendary crews in the thread below! (1/2)👇
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Simon@iced_coffee_dev·
@thenoumenon @bruno_simon Hah yeah, I've been trying to think about exactly what "next" is for me. Whatever I move on to has to be "durable" in the face of AI.
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phobon
phobon@thenoumenon·
@iced_coffee_dev @bruno_simon Yeah, I feel the same way, honestly. I'm trying to reframe things towards what I actually enjoy and what I'd like to try and do, even if it's more for just myself (not trying to sound too bleak, haha)
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Bruno Simon
Bruno Simon@bruno_simon·
I’m having a change of heart regarding the TSL update I’m working on for Three.js Journey. Lately, sales are plummeting. Maybe it’s the lack of updates, maybe it’s because of AIs, maybe it’s the competition, that doesn’t really matter. My accountant asked me if I was going to do something about it, and I told her I’m working on a free update. She smiled. As you probably know, these past few months I’ve been putting all my time and energy into new lessons about WebGPU and TSL, and I think it’s the best ones I’ve ever made. I almost finished the writing, which is about half way, and we should have 14 to 15 new lessons for at least 30 hours of videos (likely more). These lessons go way beyond TSL, and we learn many cool tricks, and techniques a lot more advanced than those in the original course. For years I’ve been adding new content for free. We went from a 30-hour long course to a now 93-hour course. Even though I initially wanted the current members to have access to the update for free, I feel like it might be time to move on to a new paid course. I know that wasn’t the initial plan, and I really wanted to provide this as a free update, but it’s becoming really hard to find the motivation to work on these new lessons. Let’s cut to the chase, here’s what I have in mind: - $35 for this course - Discount for the current Three.js Journey members (maybe $20 instead of $35) - At least 30 hours of video (probably more) - All the usual content (text, exercise, access to Discord, etc.) - Right after I’ll start working on updating the original course to accommodate recent Three.js updates - Bonus: I will find a way to add the Snow lesson back. Instead of just figuring out what to do on my own, I thought I should ask the community. So, what do you think? 👇 preview in reply
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Simon
Simon@iced_coffee_dev·
@thenoumenon @bruno_simon Thanks! Yeah I frequently point people to many other courses (like your's, Bruno's, Wawa's), if they're a better fit. I'm not really convinced that building out more content will help much in the long run, especially if each iteration of AI is more capable than the last.
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phobon
phobon@thenoumenon·
@iced_coffee_dev @bruno_simon Damn, sorry to hear that ☹️ I feel like I recommend your courses to everyone who asks about shaders haha You know, I thought that maybe it was just an issue for me cos Fragments is (as it turns out) super niche, but maybe our area has finally been caught up to
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Simon@iced_coffee_dev·
@thenoumenon @bruno_simon Mine also tanked hard. Spoken to a few other creators (of courses and other things) who have reported similar, a lot of it directly correlating timeline-wise with the increased capabilities from AI.
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phobon
phobon@thenoumenon·
I think there's definitely something going on lately with plummeting sales. I definitely feel like it's AI-related, but Fragments has pretty much stopped selling - like not even a lot of traffic anymore. Not really sure what to do about that, it is what it is 🫠 On the course update - this may be a controversial take, but I think you should absolutely charge more for this, especially if you release as a new thing. Then again, I also think you should charge more for threejs journey too. It was really incredible value when you first released it - even more now 🙏
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inigo quilez
inigo quilez@iquilezles·
Just uploaded - coding a procedural tower of bricks:
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pikuma.com
pikuma.com@pikuma·
It's interesting how AI is constantly providing false information and incorrect statements about my area of expertise. Fortunately, it's very useful and always right about topics I know very little about.
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Simon@iced_coffee_dev·
@andybak Both fit, I'm more used to hearing shaping, but that's from a shader perspective.
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Simon
Simon@iced_coffee_dev·
Shaping functions are tiny pieces of math that make motion feel alive. Same frog, same stop & end point. Different curve, totally different feel. This thread has a bunch of practical ways to use them! #threejs #shaders
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Simon@iced_coffee_dev·
Now cram them all together! Fade the frog in with smoothstep(t) Scale it in with easeOutElastic(t) Use parabola pulses for the squash/stretch ripples. Then wait one second, drift/scale with ease-in, and fade alpha with ease-out.
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