AI @Roblox. Projects at https://xitter.cf/t.co/GZ9OF5sgak. Made UE5 ModelingMode & GeoScript @epicgames. Invented @autodesk @meshmixer. PhD in Computer Shapes.

Toronto 🇨🇦
Joined September 2011
Ryan Schmidt retweeted
A lot of folks getting into game dev with ai don’t know this but, you really need to make sure your game is fun without a bunch of fancy art. Llms make it too easy to build visually rich levels with no real gameplay. That’s backwards!
Early footage of Star Wars Galactic Racer. Man I love seeing stuff like this, even before a lot of the 'star wars' stuff came in, this already looked like a blast. Such a fun game.
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revisiting an old opus4.6 project with opus5.5, interesting how many bugs it is discovering as it just does general work (ie not explicitly trying to find or fix those bugs, just seeing them as it passes through).
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Ryan Schmidt retweeted
If anyone's interested in what I've been up to lately, I've been leading development of some 3D foundation models at @Roblox—like a next-gen texture generator, released today: devforum.roblox.com/t/beta-i… 4k resolution, PBR materials… and it's free. :-) Also gets some things right that are important in practice (and annoying with other tools), like generating good texture even in spots where different parts of the mesh intersect. Was happy this required not just ML, but some classic signal processing to really get right. Great work, by a great team. Has definitely been a journey of understanding how generative AI tools can be designed as just another level of abstraction for creation—rather than a “one shot” replacement for artists. Still a lot of work to do, and more to come…
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Ryan Schmidt retweeted
This is very true. Here is Qwen 3.8 27B compared to all the sota models 1 year ago today on artificial analysis. If 27B released a year ago, it would be the best model in the world by a wide margin.
The biggest takeaway from this is a 27b model that runs locally is 35% more intelligent than the leading SOTA model 1 year ago. Imagine what will run locally next year.
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interesting thread about NVidia's "new" CAD kernel. Like most major CAD kernels its code goes back to the 70's - but it is quite different than Parasolid/ACIS/etc.
So NVIDIA open sourced a b-rep kernel, and X blew up. I was a bit surprised by the hype - because it only means that pretty much nobody understands what SMlib is. So what is it, really, and (why) does it matter? 👇
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Ryan Schmidt retweeted
ive wanted something like this for years, and today, i can one-shot it. code's on github. ask your agent to add your own, commonly used functions github.com/azadbal/RightClic…
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I was pleasantly surprised that this all could work so smoothly (credit to claude who figured out how to do it). Lua scriptability of Studio is really good, especially in-viewport 2D UI. open-source on github (ask your agent to install it): github.com/gradientspace/stu…
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