SamG retweeted
Replying to @mathewknew
Comparison: KCD2 -> KCD1 - It looks like I forgot to implement candles for the light source too
SamG retweeted
🦆🔫
He convertido un AirPod en un mando para jugar al Duck Hunt.
Lo giras para apuntar y das un toque en el micrófono para disparar.
Sin tocar el ordenador, full vibecodeado por voz al mientras dormía a la bebé 😅
SamG retweeted

Pirat_Nation 🔴@Pirat_NationOct 19
Europe
EuropeConnected via Europe App StoreAccount-level information, not a live location or per-post device.
Fallout: New Vegas just got a huge visual upgrade thanks to a new RTX Remix mod from Kim2091.
The New Vegas RTX project is now playable in a work-in-progress state, bringing full path tracing to the Mojave.
The mod adds:
- Full path-traced lighting and reflections with realistic light bouncing and softer shadows
- Path-traced sun, moon, fires, neon signs, and muzzle flashes
- Path-traced Pip-Boy flashlight
- A physically based sky with clouds, atmosphere, stars, and moon
- Path-traced water with waves, reflections, and caustics
- Support for DLSS, FSR, and XeSS
- NVIDIA Reflex and DLSS Ray Reconstruction/Frame Generation support
Despite the RTX name, the mod isn’t limited to NVIDIA hardware; the creator says it also works with AMD RX 6000+ and desktop Intel Arc GPUs.
SamG retweeted
如何用 Codex + Unreal 做游戏?
花了一周的时间,我将全战三国和骑马砍杀的经典玩法融合到了一起,用 AI 自制了一个小游戏
为此,我将开发流程汇编成一段视频,给大家提供制作思路,还有很多的地方没有完善,仅供参考
SamG retweeted

Tibo@thsottiauxOct 17
United States
United StatesConnected via WebAccount-level information, not a live location or per-post device.
Day 13/ Le limit reset
SamG retweeted
Milestone 4 of my @threejs meshlet #pathtracer tackles Zorah, @NVIDIA’s brutal 1.6B triangle test scene.
The renderer had to mature: skinned meshlets, new neural denoiser/upscale, fog, water, reflections, 500+ lights, etc.
Real-time, in-browser
#WebGPU #raytracing #gamedev
SamG retweeted

Tim Sweeney@TimSweeneyEpicOct 14
United States
United StatesConnected via United States App StoreAccount-level information, not a live location or per-post device.
Replying to @wawilow108 @FortniteLinux
we vibecoded linux support
SamG retweeted
Render Fly Test from Rattay to Skalitz (KCD2)
Render Test with Material Update for Buildings
SamG retweeted
This is Kingdom Come: Deliverance 1’s world running in KCD2.
Deer roaming the woods, streams, forest lighting and ambient sounds - all part of the conversion.
Still a work in progress, but it’s starting to feel alive.
#KingdomComeDeliverance #KCD2
SamG retweeted
Got the original KCD1 intro + stat selection working in KCD2!
Quests are now being parsed from KCD1 to KCD2, including dialogue, quest progression and stat rewards.
Lip-sync isn't working yet, but that's something I'll fix later.
Still a lot to do!
SamG retweeted
Had a lot of issues getting KCD1's baked lighting working correctly in KCD2.
Originally tried converting/upgrading the existing baked lighting data but realised the only proper solution was to re-bake it.
Ended up building a custom baking pipeline using NVIDIA OptiX.
Now the entire KCD1 map has been re-baked for KCD2's lighting system!
github.com/SamG-Coder/Kingdo…
SamG retweeted

Tibo@thsottiauxOct 15
United States
United StatesConnected via WebAccount-level information, not a live location or per-post device.
The reports of my reset button being lost are greatly exaggerated
Day 10/ Reset
SamG retweeted
New stuff:
- Ferrari 296 GT3 (Probably my favorite on the IMSA grid)
- Real-time 3d tire deformation based on carcass and slip angle
- Wiper shake, glass glare, wear and tear texturing, and new rear view monitors
All running real-time in a browser
#threejs #gamedev #simracing
SamG retweeted
DYSTOPIA is live 🌧
A rain-soaked noir cyber-city you can drive, fly and explore, running right in your browser on WebGPU. No install, no download.
▶ dystopia-noir.netlify.app
━━ WHAT YOU DO ━━
You patrol in SABLE, a flying spinner with a full first or 3rd person cockpit. Drive it, fly it, park it at the curb. Then launch KITE, your drone, for the close-ups and exploration.
The drone scanner identifies nearly everything: sky cars (plate, pilot, passengers), robots (operator, task, firmware), buildings (floors, tenants), shops, traffic signals, trains, trees.
━━ THE CITY ━━
Fully procedural and streamed in around you as you fly, 4 km across. Eight districts, each with its own street life:
Downtown · The Spires · Kabuki Neon Market · The Stacks · the Interchange · Southern Freight · Canal Ward · Black Harbour
• Fly KITE up to a lit window and the painted interior becomes a live 3D room, with floor plans that actually fit the building
• Fly straight in through the door of Kowalski's bar or The Carlyle hotel lobby: real interiors inside real buildings, no loading screens
• Sky traffic flies in lanes. Buses pull into SKY-STOP platforms, taxis drop at lit entrances, vans at loading hatches, MPD cruisers pull cars over, and none of it blocks the lane behind
• On the ground, androids and a robotic road fleet obey signals and queue at junctions: refuse trucks lift kerbside bins, heavy crawlers move with escort drones
• Freight trains with working level crossings, and a port with working cranes
━━ THE LOOK ━━
Think 5th Element meets Sin City. Low-key black night, form defined by light, rain on everything. A cinematic grade plus a graphic-novel noir mode (paper whites, rare color). Wet streets, street-lamp haze, close-range shadows, and nothing pops: every LOD change is a dithered crossfade.
━━ UNDER THE HOOD ━━
• three.js r186 · WebGPURenderer · TSL node shaders
• Rapier physics · Vite · TypeScript
• Deterministic generation: every city block is a pure function of (i, j, seed), built in Web Workers and streamed in tiers (massing → detail → physics → wet)
• ~630 render pipelines compiled up front: 0 shader compiles after boot, so no in-game hitching
━━ STILL a WIP ━━
The plan is to continue pushing the details and finish explorable interiors (there are a few already) of all buildings and then finalize the game side.
Best on desktop Chrome or Edge with a dedicated GPU (WebGPU required). Everything preloads up front so nothing hitches in game, so give it a minute to boot.
#threejs #WebGPU #gamedev #indiedev #cyberpunk #noir #procedural #creativecoding #Claude (#Opus 5.5)
@guidorosso @RyanSael 👀
SamG retweeted
A Gaussian splat of a tiny plot in the forest. Mosses, sprouts, seeds, fungi, fir needles and a cone can all be seen on such a small area. #3dgs













