Independent software developer. Building graphics runtimes, compilers, GPU experiments and games. C++, C#, Three.js, WebGPU, Vulkan/RTX. https://xitter.cf/t.co/dLGuaWWi29

Australia
Joined August 2026
SamG retweeted
Replying to @mathewknew
Comparison: KCD2 -> KCD1 - It looks like I forgot to implement candles for the light source too
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🦆🔫 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 😅
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SamG retweeted
Pirat_Nation 🔴
@Pirat_NationOct 19
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.
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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
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SamG retweeted
Tibo
@thsottiauxOct 17
Day 13/ Le limit reset
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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
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SamG retweeted
Tim Sweeney
@TimSweeneyEpicOct 14
we vibecoded linux support
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SamG retweeted
Render Fly Test from Rattay to Skalitz (KCD2) Render Test with Material Update for Buildings
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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
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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!
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SamG retweeted
Poor Fritz
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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…
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SamG retweeted
I Forgot to Bake the Forests! Fixed KCD1’s Lighting in KCD2
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SamG retweeted
Tibo
@thsottiauxOct 15
The reports of my reset button being lost are greatly exaggerated Day 10/ Reset
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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
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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 👀
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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
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SamG retweeted
KDC1 in KDC2 A few highlights riding through the old map and exploring the church. Still lots to fix, but pretty cool seeing it running in KDC2.
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