
Sebastian Aaltonen
@SebAaltonen • 57,387 subscribers
30 years of 3d rendering experience. Former principal engineer at Unity, Ubisoft and HypeHype.
Shorts
Videos

Internal test game created by a single (senior) developer in 5 days using our new tools and engine. Uses WASM mini-engine (ECS, rendering, animations and physics). 100% AI generated assets using our new asset pipeline. Custom character controller. Slop or not?
Sebastian Aaltonen1,195,343 views • 3 months ago

2nd day final video: Now you have limited ammo. 5 rockets. So much scarier. If rockets run out, you run 50% faster. Parkour away, or use the last rocket to jump to high ground. But enemies will pile up and get you. Rocket pickups drops from the sky, forcing you to move.
Sebastian Aaltonen68,707 views • 20 days ago

It takes 2:25 to walk across the 8192x8192 2km^2 terrain in my WebGPU prototype. The world is way too big for 10,000 players. Nobody will see each other. Unless we have vehicles of course. I would love to have random dune buggies and ATVs around the map for players to grab :)
Sebastian Aaltonen266,728 views • 9 months ago

The AI-SLOP saga continues: Colleague was running agents again in background to build new features to his prototype game. Now you have weapons, damage, explosions and enemies. Ragdolls driven by our new animation system (WASM SIMD). Physics is Jolt (WASM SIMD). 100% AI content.
Sebastian Aaltonen51,046 views • 2 months ago

I wrote a AI "text adventure game" (MUD) in the past two weeks. We had a "hackweek" for prototyping AI game play. Story is AI generated text. Text generator is fed the theme and previous rooms and rules for exit generation. It returns a JSON string of exits and their descriptions. Which the game then parses and sends to AI image generator and room graph system. There's also a AI written battle story generator, which gets your inventory as input. AI figures how to use your weapons and consumables. And returns JSON for managing inventory state (broken weapons, consumables, etc).
Sebastian Aaltonen72,419 views • 7 months ago

My terrain proto looks so much better with actual 8192x8192 heightmap instead of the crappy gaussian noise. Implementing a lossless heightmap compressor now. The last one I wrote at Ubisoft has ~10x compression ratio. Of course I ended up writing a compressor as a side quest :)
Sebastian Aaltonen60,301 views • 9 months ago

WebGPU terrain compute ray-tracer update: Floating point precision bug is fixed. It was Codex written code. It used a full 4x4 inverse to transform NDC far to world space and subtracted camera world. Now using fast/stable two param NCD->view formulation.
Sebastian Aaltonen40,742 views • 9 months ago

HypeHype WebGPU/WASM browser game loading time test v2. This time with bigger games. The engine itself loads in less than 1 second. When you scroll the feed it preloads next game. Our WASM build doesn't have threading (web workers) yet -> loading blocks between games.
Sebastian Aaltonen49,911 views • 1 year ago

We had internal PBR pipeline demo this morning. This is running 60 fps on iPhone 6s (medium GPU clock rate) and the device stays cool. Still missing all ambient occlusion tech (large scale and SSAO). All demo content was made in one week by Daniel Palmi.
Sebastian Aaltonen @ SIGGRAPH30,488 views • 2 years ago

HypeHype on a 3 year old 99€ Android phone (Mali G57 MP2). Game made by a colleague as a hobby project during the summer. Frame rate hovers at around 50 fps. Everything I mentioned in my SIGGRAPH talk is enabled: PBR, GTAO, cascaded shadows, post processing...
Sebastian Aaltonen @ SIGGRAPH24,024 views • 2 years ago

Indoor scenes in HypeHype are starting to look acceptable. This has no baked lighting. Only a single oct-map (conv.mips) for indirect specular and diffuse, masked with screen space AO (GTAO). No sunlight and no local lights (local lights are coming in a few months). Game by Allu
Sebastian Aaltonen14,705 views • 1 year ago