
@MrCollisoni
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Dad, Husband, CTO @ MSQ Intelligence. Coding since I was 8. Ultra-full-stack builder + designer (since pre-AI), AI wiz Coming fall: https://xitter.cf/t.co/BbO5jO1XM5
🇬🇧 United Kingdom
Joined July 2022
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Did you think this is possible in the browser?
A full FPS "horror" tech demo of my idTech 8 style GI implementation in @threejs
Sound on! 🔊 I spent all evening on the sound design, I hope you like it!
👇 I added further details in a thread for the curious bunch
Matt retweeted
Hello, I'm Felipe! I'm a 3D Env Artist and Level Designer, currently at Apogee Entertainment, as well as Lead Artist & Level Designer on Twisted Tower.
I'll be sharing artwork and updates on game development projects here. Open to new opportunities!
felipecaravelli.com
I've given Claude some candidate architectures for "huge physics simulation on steroids". Those candidates are pie in the sky roughly worded computing ideas, badly worded by me.
Because this project hinges on the technique's ability to process & compute huge amounts physics information super efficiently
Efficiency, I am certain, will come at a tradeoff of accuracy & deterministic solving
I will take inaccurate, chaotic, staggered & interleaved updates AS LONG AS it feels fun as fuck in realtime and you can't really notice. Our brains can only pay attention to so much anyway, and I plan to take full advantage of that in how the solver decides what to solve and at what "zoom" level!
Unless of course, you're trying to do several chemical reactions in a 1km lake or something. Then you expect shit to slow down
But even then, I'd rather the physics to slow & not the game freeze (or perhaps some time slowing effect while stuff catches up!? the matrix tearing haha)
WOW
Also, it’s so good, it says “Made with AI” when it’s literally from the shader
I love realtime graphics 😍
I mostly quote tweet my own tweets
Riding the coattails of my own content
Wtf are coattails really anyway
Re-did everything from the ground up. Many learnings from the last few experiments
Now we have efficient realtime destruction - from small scale, all the way to placing & removing ~1km of terrain
Lots of cool tricks going on here 😊 huge potential for DBZ-style fights!!
The next challenge here is to add temperature to all the packed data
Everything already has a material - and at startup a static list of all materials is its boiling, freezing point, thermal & electric conductivity, mass.
Then we can dump some oil in the ocean (super eco friendly), watch it sink, metal some rock to create islands & create artificial glaciers with some insane weather
Matt retweeted
The gamedev AI conversation is baffling. Moviemaking seeks out directors who delegate the mechanics of production to others with the technical skills to achieve their vision. Ridley Scott, Christopher Nolan, David Fincher, Denis Villeneuve…
No one thinks they aren’t creative.
Apparently if I use the map to warp, the entire foliage has a fucking seizure
Idk what to do - call RSPCA??
This is one of my favourite progress shots...
Idk why. It's oddly satisfying. Even though the foliage leaves are rooted the wrong way.
I have yet to find a Vantablack ink pond, luminous-blue piss-pool or bubble solution crater during playtesting
But they are in the clanker's progress screenshots
So I know they're somewhere...
I merged about a dozen worktrees together.. Biomes, volumetrics, foliage.. Loads more. All worked perfect on their own
Now it's a big broken mess 🤣
To make sense of the inspiration for my “game” (sandbox, really), you have to know about Pyro Sand
A 20+ year old Java game you could play in the browser, and every material reacted to each other. Hot stuff turns water to steam. C4, napalm, methane all variably flammable.
I want this. But 40km x 40km.
This will not be an accurate full resolution simulation in a sandbox - unless the average steam user has a Houdini render farm
Instead I will pull as many disgusting desync & dynamic scaling tricks necessary to make it fun. At the cost of determinism, probably
Help - please send examples of the most ridiculous large scale physics multiplayer games you know
I’m talking teardown, but much larger and several players destroying an environment
Or tell me it’s near impossible and there’s a reason nothing like it exists..















