Florian Hoenig

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Florian Hoenig

Florian Hoenig

@rianflo

Building a real-time SDF game engine and game asset creation tool @unbound_io with @andreintg. 🇺🇸🇦🇹🦘- @speedrun SR004

San Francisco, CA Katılım Ocak 2009
485 Takip Edilen2K Takipçiler
Florian Hoenig retweetledi
Andrea Intg.
Andrea Intg.@andreintg·
Last year my startup almost got nuked by AI. Once ready to launch people were already prompting 3D models in seconds. We rolled up our sleeves, prompting alone f*c*ng sucks. So we made a thing where human 3D is essential and AI is there to HELP🖕🤖 #fightTheRobots
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Andrea Intg.
Andrea Intg.@andreintg·
Martin has been a huge part of our inspo for what we're working on. It's remarkable how ahead of time he was, first pushing dreams to a whole new level, then coupling SDF tech with real time AI through Krea 👏
Martin Nebelong@MartinNebelong

This is real-time.. The debate about Nvidia's latest neural rendering tech is ongoing. One side sees the potential of the technology to bridge the gap across the uncanny valley, to give us a much less rigid creative process than a to b to c.. the other side shouts "slop" and tries to shame any creative who dares to explore this new technology, any chance they get. Meanwhile, I'm over here saying "I told you so".. Gen Ai is here to stay, its becoming real-time and Nvidia now has the "RTX on" for AI which I've been talking about for years. We need creatives to help shape meaningful tools that combine this tech with much more granular creative control.. with tools where you as an artist see your creative thumbprint from beginning to end in the parts of the work that matters the most to you. If you're shaming artists or storytellers who embrace these tools, you're doing them a disservice in my opinion. If they don't learn to utilize these tools and workflows, to make them their own and to shape them, others will. There's no way this tech won't be a huge part of the creative industry and of the way we tell stories. It's happening around us as we speak. That said, at the core of it, do what makes you happy and create in any way you like. Don't let people tell you that "you can't do this" or "you have to do it like this".

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Florian Hoenig retweetledi
Andrea Intg.
Andrea Intg.@andreintg·
the outcome of years of messing with custom engines, furry looks, procedural rigging and animation...maybe not what I expected when I started but at least it's fun to use😅
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Andrea Intg.
Andrea Intg.@andreintg·
when you're debugging your spline tools and all of a sudden remember the AI was still running
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Florian Hoenig retweetledi
Andrea Intg.
Andrea Intg.@andreintg·
Made this prototype in 2021, learned a lot, but scaled like crap. Would love to see what I cound do today with some vibe coding help! #madeWithUnity
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Andrea Intg.
Andrea Intg.@andreintg·
the way I see it it's ok if you don't have time for a donut tutorial or if your art teacher traumatised you and you need a bit of motivation 😌 If used right, this tech can be great for newcomers and handy for professionals. Building walls around it won't put it back in the box.
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Unbound
Unbound@unbound_io·
Creative control + magical chaos. The amount of each is up to you!
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mrdoob
mrdoob@mrdoob·
Calculators were right.
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Unbound
Unbound@unbound_io·
𝑼𝒏𝒃𝒐𝒖𝒏𝒅 𝑳𝒆𝒈𝒆𝒏𝒅𝒂𝒓𝒚 𝑺𝒖𝒑𝒆𝒓 𝑺𝒍𝒐𝒑
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Ahmad
Ahmad@TheAhmadOsman·
@rianflo What do you mean? He’s the OG Buy a GPU guy
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Ahmad
Ahmad@TheAhmadOsman·
me and my pal Jensen
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Ahmad
Ahmad@TheAhmadOsman·
he knows about Buy a GPU now btw
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Florian Hoenig
Florian Hoenig@rianflo·
but if used properly, allow a designer to conjure up specific tooling that will allow for significantly more experimentation that "works for their brain" and have a better chance at finding whats fun. At least in theory.
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Florian Hoenig
Florian Hoenig@rianflo·
a disciplined, purpose driven game designer might be able to shift from "working for the engine" to having the engine work for the game. Everyone used to do this pre-GPU in some way or another. LLMs can not only bring this back at a lower time cost on tech,
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Florian Hoenig
Florian Hoenig@rianflo·
Human's are irrational most of the time. Game developers by far not excluded. That's why reuse of general purpose tools (not matter how awesome) will most of the time result in very similar look and feel. The tyranny of the tool. If the tools can mold to the workflows,
Sebastian Aaltonen@SebAaltonen

Now is the perfect time to write your own engine. The argument in the past was that you don't have time to write all the less important generic features. Now, the LLM will do that for you. You can focus on things that differentiate your product.

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Florian Hoenig
Florian Hoenig@rianflo·
@kenpex @SebAaltonen It's not the 5 days to get something. I'd bet on hyper customized content creation workflows for specific games. Mold the engine to the game and the workflows. Maybe this will give us more aesthetic variety than general purpose reuse.
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Florian Hoenig
Florian Hoenig@rianflo·
@NOTimothyLottes who cares. AAA is becoming way less relevant by the day. I think its great time for indies. Also my first thought was: what would this look like if i fed a very sparse point cloud to it :)
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NOTimothyLottes
NOTimothyLottes@NOTimothyLottes·
NVIDIA's New Deep Learning Super Slop 5 Filter ---- After long time of telling you VRAM size doesn't matter, and that neural-texture-hallucination would save you, now they gunna flip-flop since their realtime enslopification networks don't actually fit in memory with the game
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Florian Hoenig
Florian Hoenig@rianflo·
Testing SFW fine-tuning is a real nightmare job 🥸
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