Ryan Fitzpatrick

1K posts

Ryan Fitzpatrick banner
Ryan Fitzpatrick

Ryan Fitzpatrick

@rfitzpatrick_io

🎮 Three.js | 🤖 Godot | Vibe coding

Canada Katılım Eylül 2024
800 Takip Edilen725 Takipçiler
Ryan Fitzpatrick retweetledi
Bennett Hoffman
Bennett Hoffman@bennhoffman·
AI game dev is starting to look like a real pipeline. Image gen to mesh to mocap to shaders is beginning to feel continuous, but runtime limits and cleanup still decide what ships. archive.proceduralpress.com/archive/daily-…
English
0
1
3
76
Ryan Fitzpatrick
Ryan Fitzpatrick@rfitzpatrick_io·
Upgraded the npc system, pedestrian and the general npc system is now loading glb assets. And the traffic is also moved from placeholder to glb assets, next is AI and interaction logic. Then find a smooth way to create hundreds of assets to fill the world up lol. Workflow has been manual and devoid of cost so far.
English
0
0
0
43
Ryan Fitzpatrick
Ryan Fitzpatrick@rfitzpatrick_io·
Vibe coded a threejs city pipeline that swaps repeated buildings into instanced high/medium/low GLB LODs. Cutting San Verde’s building draw-call cost from chunk-heavy procedural meshes to a few instanced renders. Cars and the stage itself are the next biggest culprits.
English
1
0
22
917
Ryan Fitzpatrick
Ryan Fitzpatrick@rfitzpatrick_io·
@renderfiction I know the feeling, I've always had a problem starting new projects. not because of perfection, but perfecting the process to get a working result. I can get that from recreating the work in videos like this, dopamine chase is real. Focus strong brother!
English
1
0
1
13
Ryan Fitzpatrick
Ryan Fitzpatrick@rfitzpatrick_io·
@alightinastorm 2026 the vibe-your-own-tools era. I did a 3 week spike on unreal engine in 2024. Spent $$$ on assets, too much for hobby project. They all just plug together and I had a game. But it took time, following tutorials, and I'd need a real budget to make the game progress further.
English
0
0
1
131
robot
robot@alightinastorm·
the anti AI crap in gaming is retarded and the people are mislead there is a weird assumption where somehow a specific abstraction point pre-AI is magically considered skill based you can literally buy blueprints on unreal engine, put some glue between them and build your game, which is actually much easier than directing and instructing an AI to build things from scratch together make it make sense
Blake Robbins@blakeir

games are commercial art built with software. i’m not sure there’s another software industry as resistant to AI as gaming.

English
37
7
180
10.5K
Ryan Fitzpatrick
Ryan Fitzpatrick@rfitzpatrick_io·
I have screenshots of all procedural assets, NB2 makes them look like their final form. Then hunyuan3d makes perfect optimized meshes.
Ryan Fitzpatrick tweet mediaRyan Fitzpatrick tweet mediaRyan Fitzpatrick tweet media
English
0
0
0
51
Ryan Fitzpatrick
Ryan Fitzpatrick@rfitzpatrick_io·
Performance push, aggressive pass on the procedural assets. Prepares for glb assets baked with proper LODs.
English
1
1
5
213
Ryan Fitzpatrick
Ryan Fitzpatrick@rfitzpatrick_io·
@andwhynut69633 Latency will be the challenge, I've tried guitar to usb interfaces before and that's always the challenge. those old cables for rocksmith are crazy good though.
English
1
0
1
15
Ryan Fitzpatrick
Ryan Fitzpatrick@rfitzpatrick_io·
AetherJam! guitar tabs for your favorite suno songs like this one here 🎸 Vibe coded the basic audio transcription and threejs render in an evening 🤘 Audio detection may be possible yet, for those who have rocksmith cables 🎮
English
1
1
5
185
Ryan Fitzpatrick
Ryan Fitzpatrick@rfitzpatrick_io·
The threemogging shall continue, today is ubisoft's rocksmith. 3$ per song was a big criminal hustle, especially since you can just embed youtube, or download if running locally.
Ryan Fitzpatrick tweet media
English
0
0
1
72
Sophie River
Sophie River@earth__sophie·
@rfitzpatrick_io Love seeing intelligent AI in gaming. Your nav mesh approach is brilliant, and those lane definitions will create truly dynamic traffic behaviors.
English
1
0
1
26
Ryan Fitzpatrick
Ryan Fitzpatrick@rfitzpatrick_io·
Hype Car plus nav mesh for traffic and pedestrians. Need to define lanes next within nav mesh for roads, then I should be able to get a traffic simulation going.
English
1
0
10
269
Ryan Fitzpatrick
Ryan Fitzpatrick@rfitzpatrick_io·
@AIandDesign I was just thinking this, seeing the hate on DLSS 5. I'd rather devs have the space to focus on whats fun, gameplay, and optimization. Then plug in the DLSS 5 if that's your fancy, doesn't hurt anyone.
English
0
0
1
30
⭕ AI & Design (Marco)
⭕ AI & Design (Marco)@AIandDesign·
Call me weird but I don't really care much for photorealistic video games.
English
24
0
34
1.3K
Ryan Fitzpatrick retweetledi
le faucheur
le faucheur@de_vallibus·
NATIVE SPEED DirectComposition GPU compositor for @YoavCodes Electrobun on Windows. Means you can build a game where the 3D scene runs on the GPU at NATIVE SPEED — same DirectX/Metal pipeline as a AAA game — while your entire UI (menus, HUD, inventory, chat, settings) is just HTML/CSS/JavaScript both layers composite together in the same window with zero CPU overhead. That overlay? @adamwathan 's @tailwindcss and @RyanCarniato 's @solid_js WE ARE GETTING GPU-rendered @threejs and I'm building a game engine on top of this. STAY FROSTY!
Yoav@YoavCodes

In the next version of Electrobun (1.16.0): - Merged 18 PRs from the community ❤️ - New apis like page zoom & MacOS workspace visibility - Lots of fixes and stability improvements - Kitchen Sink (Electrobun's integration test app) has persistent test filtering and up to 132 tests & playgrounds - Lot's more

English
2
2
28
3.7K
Ryan Fitzpatrick
Ryan Fitzpatrick@rfitzpatrick_io·
Working on the beach for San Verde. Used threejs TSL node material for grass/sand/seabed, and it worked perfectly with the map editor coastline. Trying to give San Verde those beach vibes like GTA 6. Now Playable! Link Below 👇
English
2
0
17
499