Simone Guggiari (@SimoGecko) header
Simone Guggiari (@SimoGecko) profile picture

Software Engineer @Roblox by day working on IK and procedural animation. Indie #gamedev by night developing @punkAFgame. Go wishlist! ➡ https://teapawt.org/t.co/L6OH8p1og5 🤘

Zurich, Switzerland
Joined March 2015
Photo by Simone Guggiari (@SimoGecko)Photo by Simone Guggiari (@SimoGecko)Photo by Simone Guggiari (@SimoGecko)Photo by Simone Guggiari (@SimoGecko)Photo by Simone Guggiari (@SimoGecko)Photo by Simone Guggiari (@SimoGecko)Photo by Simone Guggiari (@SimoGecko)Photo by Simone Guggiari (@SimoGecko)Photo by Simone Guggiari (@SimoGecko)Photo by Simone Guggiari (@SimoGecko)
Happy to announce I've been working with the incredibly talented @OwenGieni to develop @punkAFgame, an old-school vertical-scrolling 2D shooter with PUNKS set in the alternate reality of 197X! Check it out! ➡ punkaf-game.com 🤘 #gamedev #madewithunity #screenshotsaturday
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Simone Guggiari retweeted
Starting out this journey with procedural spine animation. For aiming, leaning, turning. Controlled by a single rotation. #gamedev #indiedev #unity3d #madewithunity #procedural #gameanimation
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Simone Guggiari retweeted
Respect to one of the founding researchers in the field of computer graphics. John Warnock, Adobe co-founder, pioneered the use of bezier curves in computer fonts and illustration through PostScript and PDF, taking computer graphics beyond the raster era.
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The 3D Gaussian Splatting paper has (rightfully!) stirred up a lot of attention and some friends asked me for a technical take on it, so here we go: TLDR: Fast, simple, outstanding level of detail, with some caveats (see below). 1/x
3D Gaussian Splatting for Real-Time Radiance Field Rendering paper page: huggingface.co/papers/2308.0… Radiance Field methods have recently revolutionized novel-view synthesis of scenes captured with multiple photos or videos. However, achieving high visual quality still requires neural networks that are costly to train and render, while recent faster methods inevitably trade off speed for quality. For unbounded and complete scenes (rather than isolated objects) and 1080p resolution rendering, no current method can achieve real-time display rates. We introduce three key elements that allow us to achieve state-of-the-art visual quality while maintaining competitive training times and importantly allow high-quality real-time (>= 30 fps) novel-view synthesis at 1080p resolution. First, starting from sparse points produced during camera calibration, we represent the scene with 3D Gaussians that preserve desirable properties of continuous volumetric radiance fields for scene optimization while avoiding unnecessary computation in empty space; Second, we perform interleaved optimization/density control of the 3D Gaussians, notably optimizing anisotropic covariance to achieve an accurate representation of the scene; Third, we develop a fast visibility-aware rendering algorithm that supports anisotropic splatting and both accelerates training and allows realtime rendering. We demonstrate state-of-the-art visual quality and real-time rendering on several established datasets.
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After months of work, our IK solution keeps on improving. More coming soon!
#RobloxDev Update: We're pleased to announce that support for IKControl Joint Constraint is leaving beta, complete with new features and improved performance. More info on how to opt in on our Developer Forum. rblx.co/IKControl-Joint-Cons…
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Making a simple auto-terrain generator using geometry nodes in #b3d. (WIP)
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Simone Guggiari retweeted
📈 Steam Dev Cheat Sheet (first version) Got any corrections or ideas on stuff to add? #indiedev #MarketingMonday
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Roblox is working on adding inverse kinematics to R15 avatars. Still early and glitchy looking, but it's cool nonetheless.
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Simone Guggiari retweeted
For 3 years now I have been on a journey to recreate game mechanics as a way to learn game development!
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Sketch >>> Final
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Turning some of the hand-drawn comic-book cutscenes in @punkAFgame into pseudo-3d #gamedev #indiedev #unity3d
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Simone Guggiari retweeted
A Message from Rockstar Games
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Taking part in this weekend's GMTK jam 🎲👀
The GMTK Game Jam 2022 theme is... "Roll of the Dice". Have fun! #GMTKJam itch.io/jam/gmtk-jam-2022
Simone Guggiari retweeted
patreon.com/posts/63305737 Ossos v0.0.3 !! Its got lots of IK Solvers, render examples in #threejs & @babylonjs. Support for @readyplayerme with parsing, TPosing & IKRig. We added Bone Slots & animation additives! Tis all Free, now go make kewl shit 🥳 #opensource #webgl #metaverse
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Simone Guggiari retweeted
PEW PEW BOUNCE PEW PEW 💥 Our GameBoy-styled tank friend has returned, now mobile and ready to shmup its way through some dungeon adventures! Just need something other than walls to shoot at now 🤔 #gamedev #madewithunity @unity @lowpoly #pixelart
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Simone Guggiari retweeted
#unitytips If you close this window all your errors are gone.
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starting to experiment with some animated comic-style cutscenes for @punkAFgame (temporary art 😅) #gamedev #indiedev #screenshotsaturday
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working on the equipment menu, where you can select your vehicle, arsenal, and pilot #gamedev #indiedev #madewithunity ⚠️ @punkAFgame
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