Fire (@iFiery) profile picture

🇨🇦 Asset Import & Animations in #GodotEngine

Vancouver, Canada (YVR)
Joined April 2010
Photo by Fire (@iFiery)Photo by Fire (@iFiery)Photo by Fire (@iFiery)Photo by Fire (@iFiery)Photo by Fire (@iFiery)Photo by Fire (@iFiery)Photo by Fire (@iFiery)Photo by Fire (@iFiery)Photo by Fire (@iFiery)Photo by Fire (@iFiery)
치마 옷 주름 레퍼런스 큰 동작이 있는 경우의 치마 옷 주름에 참고하기 좋아 보이네요.
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Finally! Rigged hair cards from a single image. HairDeck (Tsinghua + CMU + CUHK) takes one character image and builds a stylized haircut as separate 3D hair cards, with bone chains already attached. The hair sways when the head turns. Exports to GLB, or straight onto a VRM avatar. Code and weights are open under Apache 2.0. You get geometry and UVs, no textures yet. Local run wants Linux and CUDA. github.com/hyz317/HairDeck
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1/4 Meet Qwenputer: Qwen3.5-4B with a full RISC-V CPU inside its weights, using the model's own Gated DeltaNet layers as RAM. It runs C and MicroPython in its forward passes, no external runtime. On DeepMind math: base 55–90%, base + Python tool 95–100%, Qwenputer 97.5–100%.
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Godotで天候・植物・環境を制御するツールを開発者(onenomaddev氏)が制作 植物はすべてプロシージャル生成で、各システムは独立したアドオンとしてエディタ内で動作する。 景観を一つずつ作り込むだけでなく、環境を仕組みから設計するアプローチが、個人ゲーム開発の表現の幅を広げそう
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zip-ties prototype
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Replying to @SadlyItsBradley
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- server: aws c8gn.24xlarge (96 vCPU Graviton4), 88 lanes - bots are real connected clients, 12.5k each from 4 load machines - bandwidth per client: 18 KB/s median, 68 KB/s p99 - every character is a kinematic character controller with client prediction - server tick is 60hz, ~16 snapshots/s at 50k clients
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書籍『ゲームエンジンアーキテクチャ』第4版、12/29(火)に発売 gamemakers.jp/article/2026_1… 3Dレンダリング・フォトリアルライティングの解説が書き下ろされ、モーションマッチング技術などの話題も追加。 上下巻構成で、価格は各7,700円(税込) ※ 画像は原著『Game Engine Architecture』の書影
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3D Gaussian Splattingを物理印刷するやつは『 DreamPrinting 』という論文が元になっている(はず)ので気になる人は見てみて arxiv.org/abs/2503.00887
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We at @Ahwoo_Official and @rocketwerkz have made the BRUTAL Framework, that Ludeon have used to make their engine, and us Kitten Space Agency, open source and free to use. Our industry is rotting from the core out. We plan to change it. reddit.com/r/gamedev/comment…
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Remesher has an online demo; I use it for development and testing so I haven't spent much time on polish :) This is remesh → simplify → unwrap → retexture from release notes, unwrapping powered by xatlas and retexture powered by three-mesh-bvh ❤️ meshoptimizer.org/demo/remes… 2/2
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Fox Tail Scarf 🧣🦊
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オープンソース!!! 「NVIDIA: CTから心臓や肺の3D動的モデルを作成」 ・ MONAI Physio ・ 数秒で心臓や肺の3D動的モデルを作成し、拍動や呼吸運動をシミュレーション
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新しいトイカメラ買いました🆕 面白いカメラだけど、当然ながら肉眼フィルターとはまったく違う写真が撮れます😂
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STEAM FRAME UPDATE SteamOS 0.4.2 (Beta) for Steam Frame has released. -Improved audio reliability while streaming -Improved connection reliability while streaming (including "protocol error 17") -Improved user proximity detection
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frameeyeosc更新しました! ・キャリブレーションを追加!点を目で追うだけで、視線とまぶたを自分に合わせられます ・下を向いたときに目がずれたり、閉じ気味になるのを減らしました ・視線を点で表示できるようにしました ・v0.4.0の方はパネルからアップデートできます! #SteamFrame #VRChat
Steam Frameでアイトラッキング全然できそ~! キャリブレーションができれば目線はもっと合いそうなきがする! まぶたの開き具合も検知できて見開くこともできる #SteamFrame #VRChat
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The Meta Neural Band is now sold standalone for $199 meta.com/ai-glasses/accessor…
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meshoptimizer 1.3 is out! Featuring a new voxel remesher, support for normal generation, several simplification improvements and various optimizations. GitHub stars and retweets appreciated! Project started 10 years ago; excited for the years to come! github.com/zeux/meshoptimize…
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Virtual joysticks work fairly well on Quest provided you keep your hands open and not physically press thumb to index. Id say they’re 95% effective in real usage.
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