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
505 Takip Edilen2.1K Takipçiler
Xor
Xor@XorDev·
I don't think intelligence is the bottleneck for society. I think Will might be the bottleneck
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Florian Hoenig
Florian Hoenig@rianflo·
@threejs I think this won't be necessary. It's way better to make your "editors" and "guis" inside the game you're making. hyper-focused on what the creative work for this very game needs. No one-size fits all.
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Three.js
Three.js@threejs·
In a year or two, anyone will be able to vibe-code their own Unity-like editor in an afternoon.
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Ben Schulz
Ben Schulz@schulzb589·
Wouldn't memory calls be #1? Global memory loads/stores per frame count & bytes transferred. Coalescing efficiency (% of perfectly merged accesses vs. scattered). L1/L2/texture cache hit rates & miss penalties (in cycles or %). Shared/local memory usage & bank conflict rate. Atomic operation count & contention. Texture fetch latency and sampler cache stats.
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Xor
Xor@XorDev·
Hey @SebAaltonen, if you were creating a shader debugging tool, what metrics would be most important to you?
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Florian Hoenig
Florian Hoenig@rianflo·
@gfodor isn't it: red - I have friends in these companies blue - I have friends in these companies ?
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gfodor.id
gfodor.id@gfodor·
Blue voters to red: “some of you are dumb, but you are all evil” Red voters to blue: “some of you are evil, but you are all dumb” This frame at least perfectly mirrors left vs right politics in the US
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Ryan Schmidt
Ryan Schmidt@rms80·
@rianflo sure it makes sense, the advantage of meshes (in this context) is you have much more freedom in how to allocate your parameters spatially. If you want uniform-ish detail/sampling everywhere then this capability isn't really used (but you still pay for it)
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Ryan Schmidt
Ryan Schmidt@rms80·
These numbers make no sense, this is not how modern Rendering works at all. The texture would be compressed, and the vertex values would likely be encoded/compressed as well. You would have multiple textures, at least BaseColor, M+R, and NormalMap - possibly at different resolutions. You probably would not have vertex color *and* basecolor, unless you are blending multiple textures. You possibly have several UV channels. etc etc. And then LODs can completely change the picture too. Texture filtering is trivial while Geometry Filtering is not. So too-high-frequency geo can look quite bad far away (unless TAA is blurring all that). And Geometry LOD transitions tend to be way more visible Also you probably have Virtual Texturing so only parts of the textures are loaded into memory, and you can (eg) work with enormous textures and never really "pay" for it. If you have Nanite then you are better off with Geometry - but are still probably using 4k textures, because who cares you have VT! If not, then Textures almost certainly win. (the detail level in the left image is *vastly* higher than the vertex density in the right image...???)
Yevhen Karpenko 🇺🇦@CaptainGPU

Як би це парадоксально не звучало, але 1 мільйон вершин, займає менше пам'яті ніж 4к текстура. Вершина з позицією, нормалью, UV, тангентом та vertex color = 12+8+12+16+12 = 60 байтів. Мільйон вершин ~57.22 МБ. Текстура розміром 4096 × 4096 у форматі RGBA8, це рівно 64 МБ.

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Florian Hoenig
Florian Hoenig@rianflo·
Unofficial cheat code for @unbound_io Slop: Slop started with the core of @threejs's editor (from the main repo). Never disabled the mesh import though. So you can drag'n'drop potentially any mesh onto the viewport and let it run through the pipeline. Add SDFs on top and stuff.
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Florian Hoenig retweetledi
Unbound
Unbound@unbound_io·
We can't get enough of this Unbound Slop to #3Dprint workflow. Thanks to @3dapi_inc for printing up this awesome Kaiju toy!
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Ryan Schmidt
Ryan Schmidt@rms80·
you start here: cs.cmu.edu/~garland/Paper… and then maybe this guy: cs.cmu.edu/~garland/Paper… and you wanna read: hhoppe.com/pm.pdf cs.cmu.edu/afs/cs/project… and then you maybe implement it 3-4 times and see a lot of tests/data and slowly iterate towards an implementation that works for you...which depends on your input data and requirements. eg I personally tend to do "hard" seam constraints, because in modeling usecases I want to preserve UV-island topology. But this can be unnecessarily strict and cause problems if you really wanna go low, because you can't get rid of tiny islands or holes. In simplification-for-render-LoDs you often don't worry about this...that's how you can get stuff like on the left. Sometimes you let topology change, sometimes you don't. etc etc. Whether you can mesh-simplify to the ones on the right depends a lot on your starting UV-island layout, unless you are re-baking new textures for the different LODs. Which is a whole other thing.
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Florian Hoenig
Florian Hoenig@rianflo·
@rms80 lol. that's balls. I'd never volunteer for something as tedious as this 🤣
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Florian Hoenig
Florian Hoenig@rianflo·
@tomosman @JunoAgent so there is a "Builder" button that sounds like its a tool. but the rest of the website sounds like its a community.
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Florian Hoenig
Florian Hoenig@rianflo·
@alightinastorm @riley_stahura but it could be like fashion cycles. same core idea but not Flash. Curious if you're right. Web games have been not really a thing even though the tech was there for quite some time now.
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robot
robot@alightinastorm·
@riley_stahura newgrounds isn't coming back man we have to move on
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Florian Hoenig
Florian Hoenig@rianflo·
@hmennen90 @CopyRebeldia lol. I wrote a nodejs in php long time before node existed. everyone was yelling at me "this is not what php was made for!" - you're taking it to the next level :-)
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CopyRebeldia
CopyRebeldia@CopyRebeldia·
Alguien acaba de pulverizar a toda la industria de assets 3D. Lo que en 2023 ocupaba a un artista 3D senior durante tres semanas, hoy lo haces tú solo en una tarde de sábado sin abrir Blender una sola vez. El stack completo: → Concept art generado en 30 segundos con nano banana o GPT image → Conversión imagen → malla 3D con Hunyuan3D, Tripo o Meshy → Limpieza de topología + auto-rigging en Meshy o Tripo → Animaciones instantáneas vía Mixamo Te dejo de prueba un capibara hecho íntegramente con este pipeline. Modelado, riggeado, animado. Game-ready para Unity o Unreal. Cero artistas contratados. Cero líneas de código. Una tarde. La barrera de entrada a la industria del videojuego acaba de caer al suelo.
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