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Ryan Fitzpatrick
1.3K posts

Ryan Fitzpatrick
@rfitzpatrick_io
🎮 three.js | 🤖 godot | ⚡️trad/vibe coder
Canada Katılım Eylül 2024
938 Takip Edilen992 Takipçiler

@Descrip44674399 Thanks! I've been wanting to test horde mechanics for a while, something like world war z clumping, but with agility like iRobot crawlers.
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@MrCollison that looks really dam good, keep going! I'd for sure use this 🔥
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This scene shows both GI & raytraced reflections clearly. It's also great for debugging noise because it's fairly flat and uses only one directional light.
This scene would be basically unlit without GI, yet look at the indirect light below the fridge & the counter reflections!
Matt@MrCollison
idTech 8 style Global Illumination (FAST AS HELL) in @threejs (via WebGPU) I've worked on this for 5 weeks (on and off) and it's still not there, but all the core tenets work. Next more denoising + better temporal accumulation, and some larger scale examples. (Running at 4K)
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@dungeonpunk very doable haha, mixamo has some finishers i've tested before 🔥
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@rfitzpatrick_io You need some stealth kill finishers where you just flip their switch off.
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@RealBoon22 @GrimfelOfficial a wizard is never late, Frodo Baggins. Nor is he early. He arrives precisely when he means to
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@alpatovdanila Just something quick I made with solid.js
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I'm gaining intuition into token cost per task effort, now when I see big one shots, where they used sol ultra to build a big castle I kinda wince.
We have now entered the domain of LLM role classifications, composers and task followers. If i had to benchmark, Sol/Fable lead as composers, Grok is my go to task follower, GLM if i'm going to go do something else for a bit.
Composers think ahead while the task follower(s) is implementing, natural split of agent maxxing paradigm is starting to happen.
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@alightinastorm cities skylines would like a word: "how dare you!"
Can't wait to see some traffic sim, going to be a nice system that navigates those roads right there.
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@ArifenAziz your sky and lighting is looking much improved! its something i've worked on recently, small changes = big effect, but dam clouds can be tricky haha
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My Three.js battlefield new update.
Still WIP but getting there...
#threejs #buildinpublic #gamedev #3d
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@thefronkx Had to copy the IK system to the right hand, much better now, the gun is socketed differently (have to check how) but end result is gun moves = hands move with it, right hand has priority.

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@rfitzpatrick_io Btw you don’t hold a foregrip like that, you hold the barrel. You create tension between that hand and the butt on your shoulder as part of your palm pulls on it @officialtavr needs to fix this too
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@thefronkx @officialtavr nice! easy enough fix, I put a tweak panel in just for these cases.
git pushed👍
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@MeshyAI working great for cars! super happy with the workflow I have, importing and customizing meshy outputs with materials in threejs 👍

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@alightinastorm I've felt this recently, the urge to prompt steps 1-12 one-shot, because the thought of prompting -> testing -> iterating -> next step feels exhausting to do 12 times, but the effort is worth it, biggest misconception that vibe coding is a state of being lazy lol
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my preferred way of vibe coding is to first do very broad horizontal coding (get the most minimal version of any feature done) to properly understand the domain and feasibility of the project
once that is done, i control the focus on the horizontals and AI turns into a deep vertical coding specialist
attention is finite. for the ai and for you. if you keep pumping broad instructions across the whole app it'll never produce anything meaningful
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@0xdizi yep, part of my threejs playground. This worked for cars too so thought guns were natural next step hah
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@rfitzpatrick_io segmented meshes with ik is the secret sauce. gunsmith with per part materials plus skins sounds insane. you building this solo
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