
Sebastian Aaltonen
@SebAaltonen • 58,647 subscribers
30 years of 3d rendering experience. Former principal engineer at Unity, Ubisoft and HypeHype.
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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 Aaltonen1,196,702 görüntüleme • 4 ay önce

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 Aaltonen92,271 görüntüleme • 2 ay önce

Steam Deck works! Maintains 90Hz native res very well. Two small dips to ~70Hz. Must be SDF body stamping. Will be locked 90Hz soon. Had to set following launch option: RADV_EXPERIMENTAL=heap Hopefully OS with official support for descriptor heap lands before the game ships.
Sebastian Aaltonen23,188 görüntüleme • 16 gün önce

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 görüntüleme • 11 ay önce

I really hated the level selector with GenAI images. So I did what every tech person would do. I render actual 3d levels with cinematic camera reels in the level selector. My level loading/generation is still in main thread and takes a whopping 0.5 seconds. Need to optimize.
Sebastian Aaltonen28,331 görüntüleme • 1 ay önce

Menu flow. Instant loading. 0.2s fades don't block, UI is fully functional while fading in. Level generation (1GB SDF) takes 0.7s. AVX2 vectorized, but not yet multithreaded. Will be <0.2s in final version. Will mask it fully in the 0.2s menu fade-out. Placeholder 2€ AI art.
Sebastian Aaltonen21,862 görüntüleme • 1 ay önce

Does your physics engine handle a stack of 1000 enemies?
Sebastian Aaltonen22,157 görüntüleme • 1 ay önce

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 Aaltonen51,228 görüntüleme • 4 ay önce

New lighting tech in BAD Game (code name). 100% real time and runs at 240Hz 4K on my RTX 4090. 8x faster than my initial 16x SDF-ray per pixel proto. 1 ray per pixel and a new 6x6 bilateral filter (shared between SSAO and SDF rays). Starting to look pretty good :)
Sebastian Aaltonen18,762 görüntüleme • 1 ay önce

First video of level 2: Imagine having a nice chat at SIGGRAPH and jetpack bots with rocket launchers crash in and blow up the lobby sofas. Finally the lighting tech starts to be good enough for this challenging level. The window grids are a PITA for cone tracing.
Sebastian Aaltonen13,734 görüntüleme • 1 ay önce

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 görüntüleme • 9 ay önce

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 görüntüleme • 11 ay önce