
Sebastian Aaltonen
@SebAaltonen • 49,578 subscribers
Building a new renderer at HypeHype. Former principal engineer at Unity and Ubisoft. Opinions are my own.
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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 Aaltonen266,402 görüntüleme • 6 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 Aaltonen72,216 görüntüleme • 4 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 • 6 ay önce

New WebGPU terrain build with color painting tools: This concludes my single week prototype. It was a blast! I really enjoyed doing it. Prototyping continues on Christmas vacation: - 2nd week = full 3d voxel system - 3rd week = 10,000 player multiplayer
Sebastian Aaltonen45,049 görüntüleme • 6 ay önce

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 Aaltonen40,550 görüntüleme • 6 ay önce

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 Aaltonen49,863 görüntüleme • 1 yıl önce

Example of modern user-generated content in HypeHype: This scene has thousands of skinned characters, thousands of physics objects and over 10,000 audio sources. It runs at 60 fps on 99$ phone. It doesn't look fancy, but it would choke Unity even on high end PC.
Sebastian Aaltonen32,481 görüntüleme • 1 yıl önce

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 Aaltonen30,379 görüntüleme • 2 yıl önce

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 Aaltonen24,015 görüntüleme • 1 yıl önce

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 Aaltonen14,631 görüntüleme • 1 yıl önce

New SSAO algo in motion. Noise reduction coming tomorrow and next week...
Sebastian Aaltonen16,469 görüntüleme • 2 yıl önce
Daha fazla içerik yok.