stackaby

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stackaby

stackaby

@stackabydev

Technical Artist/Technical Animator in games Building side projects and learning new things where ever my interests take me --- geocast | OpenGL | mathematics

Mandaquaçu - Paraná, Brasil Katılım Mart 2026
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stackaby
stackaby@stackabydev·
I love small incremental changes on a project that I care about. Even if this doesn't "make it", it's a prototype of...something...that I built entirely by myself. I come primarily from a DCC tools background with very little web dev so to see something like this grow slowly gives me a lot of joy. My thought is to publish this as a blender add-on as soon as possible, host an example of it, and continue building it while live. #threejs #geocast
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NetworkChuck
NetworkChuck@NetworkChuck·
Ever wonder where the internet actually lives? 🌐 Ever heard of a building with 1.5 million square feet of data center and 8,700 strands of fiber? Take a tour of the Dallas Infomart, one of the most connected buildings on Earth! See how the world's biggest companies bypass the public internet to connect directly at terabit speeds Check out the video here: youtu.be/v477fvbj3rk?si…
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codegirl007
codegirl007@codegirl007·
I wonder what Kamala Harris thinks about cloud agents living above us.
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Jade Law
Jade Law@jadel4w·
I’m going to discuss this from purely Gen AI art, not code or other tooling. I just see this narrative a lot and have been thinking about it since Epics concept video. Speed. Acceleration. Faster. I don’t understand why “it’s faster” has become the default justification for AI. Faster isn’t automatically better. The value of art has never been measured by the speed of its production. Instant ramen is faster than making it from scratch. We know it’s not better than made from scratch. Faster in crafting something rarely means something as good or better. There’s also a broader cultural issue. Every time we replace a professional artist with a tool because it’s quicker, we create fewer paid opportunities for people to develop into exceptional artists. The industry becomes more efficient at producing images, while becoming worse at producing artists. Critical thinking and creativity declines, so all we end up with is mass-produced meaningless art and a small workforce of diminished creatives. Worse yet the overall talent pool diminishes. This obsession with speed also reflects a wider trend in modern work: every technology promises to save us time, yet we’re rarely allowed to spend that saved time creating something better. Instead, we’re expected to produce more. If AI lets an artist make ten illustrations instead of one, the commercial incentive is usually to deliver ten, not to spend ten times longer refining the one that matters. The work loses meaning. Art occupies a strange place because, unlike manufacturing, the process itself has value. With art, the choices, craftsmanship and individual perspective are often what people are paying for. The output is the culmination of that process. Efficiency can increase output while reducing the very thing that makes creative work meaningful. We’re removing consideration whenever we remove a human from any part of the process. Yes there will be some higher quality projects, but I guarantee the most creative projects will always be made by those who reject AI art and master their crafts to create something with meaning. Before everyone comes in and says “yes but games is a business”. It is… and? Do we not laud beautiful games that are the peak of our craft? When the industry keeps laying people off do you really care to defend the business model games currently operates under? Do you only want microtransactions? Some of us don’t. And well crafted, authentic and creator loved media tends to be more marketable than corpo-slop.
Wccftech@wccftech

Tim Sweeney admits Epic's Unreal Engine AI tools risk 'AI slop', but calls them an accelerant for real creators 🔗 wccf.tech/1kpn3 "Every generation has had its stereotypical low quality games, from just plain old bad games to asset flips and now we’ll have AI slop. But in the hands of awesome professional creators and serious indies building a game, these tools are just an accelerant."

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stackaby
stackaby@stackabydev·
I see so many people online complaining about “missing the good ol’ days writing code”. It’s quite literally something you can still do. You’re allowed to just do things.
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stackaby
stackaby@stackabydev·
@bruno_simon The existing course is already high value. An update will add a lot of extra value on top of that. I can't imagine how long the production of these lessons take. I don't think anyone expects you to just give everything away for free.
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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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stackaby
stackaby@stackabydev·
The more I learn, the more I realize how much I really don’t know
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stackaby
stackaby@stackabydev·
@ImLunaHey I like your determination. Why not just “reinvent” the wheel? You’ll be better for it in the end anyway. Just build what you want. You can just call it Luna? Means “moon” right? I would have said “lua” which is moon in Portuguese but that name’s already taken.
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luna
luna@ImLunaHey·
i need a name for the browser im working on, anyone got any ideas?
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stackaby
stackaby@stackabydev·
@System0utPrin Love your perspective. I feel the same way - game dev/programming. I care too much about personal growth. I love the act of problem solving.
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【ゲーム開発/システムエンジニア】【Metal、Classic】
#ゲーム制作 予算10万円(電気代除く)で作っていたゲーム ※開発費が膨れ上がり22万円(Steam登録料含む)に 私にとってゲーム開発は勉強であり、この行為自体がゲームみたいなもの AIで作るのも良いが、やはり自分で思考することが最も楽しいし自身の成長が嬉しい これこそがモノづくりの良さ
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stackaby
stackaby@stackabydev·
@AnalogDreamDev I'd say that's probably the best way to get started - have a problem that you want to solve.
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Analog Dream Dev
Analog Dream Dev@AnalogDreamDev·
@stackabydev The game came first but the loop between chicken and eggs was really short. They instantly started feeding into each other. I've been making games for a decade in Unreal and Unity, and this was the first game idea where I felt like I would benefit from a custom engine.
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Analog Dream Dev
Analog Dream Dev@AnalogDreamDev·
somewhere between lost and resting
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stackaby
stackaby@stackabydev·
@valigo If you don’t wrap your functions in 6 decorators, you’re writing Python wrong 😅
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Valentin Ignatev
Valentin Ignatev@valigo·
Some programming languages have so much syntactic sugar you get syntax diabetes.
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stackaby
stackaby@stackabydev·
@notch @OPortalDePedra I learned this later in life too! I bought a discrete math book from Epps. It's probably my most enjoyable subject to learn from a book. Logic is a lot of fun.
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notch
notch@notch·
@OPortalDePedra I like math. It's like the ultimate high level language. It doesn't even have any side effects, it's pure abstraction. Kind of wish I had realized this when I was in school, would've saved me a lot of time just getting used to the notation and symbols used.
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notch
notch@notch·
In unrelated news, I finally "understand" matrix determinants well enough to implement calculating them from first principles. next up: quaternions
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stackaby
stackaby@stackabydev·
@0xAX That’s a follow from me! :) I need more level-headed people in my timeline lol
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Alex Kuleshov
Alex Kuleshov@0xAX·
From time to time I get emails with questions related to Linux and linux-insides. Recently, more and more often I get the same question: Why am I still spending time and efforts on this, considering that one can just ask an llm and get a fast answer? Ehhh... I will try to answer it here once, so I can refer to it next time. I started writing linux-insides many years ago. LLMs did not exist yet. I was curious. I was deeply interested in how things work. I wanted to know. For me, it was never only about getting an answer. It was not like this back then, and it is not like this now. I am an engineer. I like to read source code. I like to write source code. I like trying to understand the author's way of thinking, getting confused, trying again, and finally having this feeling "hey, now I see what it means". I do not fully understand recent claims like "writing code manually does not make sense anymore" or "the era of humans writing code is over". For me it is not over. I like to write code manually. I like to read code myself. I still have a lot of fun doing it. An LLM is a great tool. It has simplified my professional life a lot. Yes, it can answer a question. It can write code faster than me, and sometimes better than me. Probably it can also explain things better than me. But it does not discourage me from doing what I like to do. The point is not only to get the answer. The point is to learn, to go deeper, to slowly make things clear for yourself, and of course enjoy the process. Have fun doing what you like to do. Do not let anyone convince you that your curiosity is obsolete.
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stackaby
stackaby@stackabydev·
I definitely fight those feelings. I work full-time which I’m thankful for. But I always fight with thoughts that I don’t know enough and sneak in some time here and there everyday to learn something new. Having a family is challenging when it comes to managing time but I do what I can without obsessing over it and burning myself out. It is tough though.
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Jordan Cain
Jordan Cain@ThatNgonGuy·
It's the same reason why 4 day work weeks have proven to show increased productivity. Ideally you should find a work/life balance and take breaks often and fight back the thought that you're losing ground (because you aren't). But yes, you still need to put in significant hours.
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Jordan Cain
Jordan Cain@ThatNgonGuy·
We live in a reality where 8-10 hrs of learning a day is a standard to match if you're trying to compete to get a job. But the problem is this leads to diminishing returns and increased risk of burnout. It sounds backwards, but less crunching = more progress.
Solivolent@solivolent

@ThatNgonGuy I've been seeing talk online that if you aren't able to give 8-10+ hrs a day to the craft you can compete on a professional level. Do you have any advice regarding this for someone who works full time and has other responsibilities?

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stackaby
stackaby@stackabydev·
X hype works... just preordered the @FrameworkPuter 13 pro. It'll replace my aging 2019 Intel Macbook pro where support for the Intel chip seems to be sunsetting for software I care about.
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stackaby
stackaby@stackabydev·
@cmuratori I could be wrong, but I don't know that AI could perfectly replicate the look and style of Pixar or Studio Ghibli films without pulling them into the training data
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Casey Muratori
Casey Muratori@cmuratori·
Just want to make sure people understand what they are arguing, because I've seen this argument come up, and it is not fact-based. The AI tools most commonly used today were not trained exclusively on publicly available and/or purchased books, films, and games. It was trained on literally pirated works. Multiple major AI providers have admitted to this in court already. And it is not as if modern AIs were trained on one or two pirated things, but potentially millions of them. We do not currently know exactly how many, because the furthest-along case (Anthropic) settled out-of-court for a billion-dollar settlement. So just to be clear, the argument being made in the quote below - while an argument we could (and perhaps should) have in the future - is not one we need to have right now, because it is irrelevant to the current facts. We can confine ourselves today to arguing about literal piracy - the analogy is if artists usually learned to draw by going to the bookstore, stealing all the books there without paying for them, and bringing them home to keep.
Palomino@VeryDanger5

@cmuratori Do you really not understand that all art mostly is and has been "pirated", as you want to call it? The ratio of new ideas vs existing ideas is very low, with and without AI. Baldur's Gate 3 for example, what did that game NOT steal from previous works?

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