Claudio Z.

705 posts

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Claudio Z.

Claudio Z.

@cloudofoz

CS, Blender, and a touch of art. Nothing is perfect, but adventurously handmade.

เข้าร่วม Aralık 2022
72 กำลังติดตาม1.4K ผู้ติดตาม
ทวีตที่ปักหมุด
Claudio Z.
Claudio Z.@cloudofoz·
🚀 Smash The Mesh (STM) is a #GodotEngine add-on that lets you break 3D meshes into multiple pieces and apply physics to each fragment! Now in BETA, with caching for quick loading. Open-source and free to download! Get it here: github.com/cloudofoz/godo… 🔧 #Godot4 #GameDev
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Claudio Z.
Claudio Z.@cloudofoz·
@jam3scampbell A specific use case: I use a canvas document to manage my fridge contents, but when ChatGPT suggests recipes or ingredients, it often doesn't re-read the updated canvas and ends up recommending items that are no longer available.
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James Campbell
James Campbell@jam3scampbell·
what do ppl love/hate about ChatGPT memory? in what cases is it useful? in what cases does it fall short?
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Claudio Z.
Claudio Z.@cloudofoz·
@Saish_in3D @measure_plan @threejs I'm really glad you got it to build! I absolutely know how that feels, believe me😄 As for me, I wrestled with Bazel the dull way: PowerShell → Bazel CLI → error → fix → repeat... until I finally won.
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saish
saish@Saish_in3D·
Hi Claudio, thank you so much for joining the conversation! I have followed an article that builds a .dll through Bazel. The biggest issue I am facing is the lack of a proper IDE for writing and debugging code. I tried using the Bazel plugin for CLion, but it still has loading/sync issues with the Mediapipe repository. While writing this reply, I just disabled problematic code in the "OutputStreamHandler" class, and it finally built!. Not sure about its consequences. Now, I will proceed to write my .dll interface for pose tracking, as no errors were encountered while referencing dependencies, such as Abseil.
saish tweet mediasaish tweet media
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AA
AA@measure_plan·
i made a game that forces me to work out 🏋️‍♂️ do a chin-up, save a cat 🐈 built with @threejs and mediapipe computer vision comment if you want to try. it's buggy but I can get it off localhost
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Claudio Z.
Claudio Z.@cloudofoz·
@Saish_in3D @measure_plan @threejs Have you tried building a C API .so target in Bazel, even on Windows? The MediaPipe hand landmarker can compile into a DLL (or .so) that depends only on OpenCV. I had to tweak parts of the code for compatibility, but I used MSVC, not Clang. Could be a helpful starting point.
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saish
saish@Saish_in3D·
@measure_plan @threejs Thanks for sharing this, Alan. This is useful. I am trying to integrate Mediapipe with Unreal Engine. The problem is that Mediapipe is built with Bazel, and I am finding it challenging to develop a DLL interface that can be imported into Unreal Engine as a third-party library.
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Claudio Z.
Claudio Z.@cloudofoz·
@_brunodeangelis @Hamster_Lite I haven't compiled with GPU support for portability reasons; performance wasn't critical for this demo. To enable GPU with MediaPipe C/C++, you need the Bazel build system. I'd recommend starting on Linux: better support and simpler setup. My demo, instead, was built on Windows.
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Bruno
Bruno@_brunodeangelis·
@cloudofoz @Hamster_Lite Any demos you can make with this but with the model running on the GPU? What does that require, CUDA? Compute?
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Claudio Z.
Claudio Z.@cloudofoz·
👋 Real-time AI hand tracking in #cplusplus and #raylib using Google #MediaPipe (C API build, no Python). Double-hand detection · Smoothed landmarks · 20–25 ms CPU response. Compiling MediaPipe for C/C++ wasn't trivial, but it works! #handtracking #gamedev
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Claudio Z.
Claudio Z.@cloudofoz·
@CarlosDelfinoCP Hi! I’m considering sharing on GitHub after more testing. I'd also like to provide binaries for Windows/Linux/macOS (building it from source isn’t exactly straightforward). This setup uses MediaPipe Hands without Gesture Recognizer, so gestures need to be implemented separately.
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Carlos Delfino
Carlos Delfino@CarlosDelfinoCP·
@cloudofoz Hi, you can share the code? I want make a linguagem Signals for libras. You cam help me?
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Claudio Z.
Claudio Z.@cloudofoz·
@JoseLuAlba Thanks! Yes, I'm using 3D keypoints with linear interpolation and heuristics (like sudden wrist shifts or hand switches). I'm also exploring the 1€ filter (gery.casiez.net/1euro/). Gesture recognition isn't built-in yet, but I'm considering sharing after more testing.
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José Luis Alba
José Luis Alba@JoseLuAlba·
@cloudofoz Cool! I wonder if you are using the 3D keypoints from Mediapipe directly. I am working in sign language recognition. Any chances to share the C code?
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Claudio Z.
Claudio Z.@cloudofoz·
@Hamster_Lite It's pretty impressive when you realize that this entire hand detection module, compiled as a C API, is under 8 MB. The model itself is just around 7 MB. Even cooler, the detection runs entirely on CPU. With GPU enabled, I’d expect it to perform even better in a game engine ☺️
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HamperHamsterLite
HamperHamsterLite@Hamster_Lite·
@cloudofoz I cant wait for tech like this to be in VR games ❤️ i tried something similar on quest3 but it did not work very well unfortunately, and not many games support it either. I wonder how Skyrim VR would feel with this😄
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Florian
Florian@flof_fly·
@cloudofoz Finally some real stuff, not all of that LLM wrap garbage reverse engineering VC RFS Kudos to you Claudio keep it up
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Claudio Z.
Claudio Z.@cloudofoz·
@raysan5 Thank you! Well, it's also thanks to #raylib, it really makes my life easier with these projects! ☺️
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Claudio Z.
Claudio Z.@cloudofoz·
So, I modeled a tulip in #Blender, imported it into #GodotEngine ... and then things got out of hand 😄
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Claudio Z.
Claudio Z.@cloudofoz·
@HugoDuprez Thank you! After I finish this project, I should have learned a couple more things in Rust, and hopefully my homepage won’t be empty anymore. 😄
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Claudio Z.
Claudio Z.@cloudofoz·
Built a tiny editor in #csharp to manage the new content feed card system for my #rust homepage. Almost at the finish line! 🦀
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Claudio Z.
Claudio Z.@cloudofoz·
I’ve started building a responsive, WebGL-powered, card-based content feed for my #WebAssembly homepage using #Rust!🧩 It features a masonry-style layout, deferred image loading, simple culling, and smooth scrolling. An interesting learning experience! #creativecoding #indieweb
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Claudio Z.
Claudio Z.@cloudofoz·
As an experiment, I swapped the default macroquad::ui with #egui in my web demo. Interesting results: WASM: 512 KB → 2.2 MB Gzip: 215 KB → 1.1 MB Brotli: 188 KB → 991 KB Compression helps, but #egui adds ~1.5 MB! #Rust #WASM #Brotli #Gzip
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Claudio Z.
Claudio Z.@cloudofoz·
@Tomsgameart With a bit of work, yes. Points and constraints (edges) are separated here to optimize iteration, but the initial setup is fully parametric.
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Tom McLennan
Tom McLennan@Tomsgameart·
@cloudofoz Could this be exported or converted to splines and exported? 🤔
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