
Sebastian Aaltonen @ SIGGRAPH
@SebAaltonen • 53,764 subscribers
Building a new renderer at HypeHype. Former principal engineer at Unity and Ubisoft. Opinions are my own.
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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 Aaltonen @ SIGGRAPH1,193,004 views • 1 month 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 Aaltonen49,911 views • 1 month 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 • 8 months ago

Teammate (another one) asked AI to create GTA:
Sebastian Aaltonen @ SIGGRAPH24,697 views • 1 month 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 Aaltonen @ SIGGRAPH72,310 views • 6 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 • 8 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 Aaltonen40,622 views • 7 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 Aaltonen49,888 views • 1 year 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 • 1 year 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

New SSAO algo in motion. Noise reduction coming tomorrow and next week...
Sebastian Aaltonen16,470 views • 2 years ago
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