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made a tool yesterday to speed up foliage geometry generation. before this, i was manually doing it in blender, painfully making uv maps and geometry, exporting, fixing normals, etc - draining. lots of stuff in gamedev is actually a simple task but tools make it complicated

70,142 görüntüleme • 3 yıl önce •via X (Twitter)

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dek profil fotoğrafı
dek3 yıl önce

can also make more scattered type regular grass with it

dek profil fotoğrafı
dek3 yıl önce

btw motivation for this tool was this video where i realized that i should probably add more random bits of cool foliage. and then i CBA to open blender so i coded this.

Glectic profil fotoğrafı
Glectic3 yıl önce

the repetition is exactly why I try to use speedtree and treeit as much as possible to speed up the process, very cool tool tho

dek profil fotoğrafı
dek3 yıl önce

I just realized how appropriate "seed" is in this generator 🥲

Primož Vovk profil fotoğrafı
Primož Vovk3 yıl önce

That looks really cool, man!! Good job!

lych 🪻 profil fotoğrafı
lych 🪻3 yıl önce

super cool !! idk if its just me but i love making tools like this for everything, feels super rewarding

dek profil fotoğrafı
dek3 yıl önce

100%

Silicon Jungle profil fotoğrafı
Silicon Jungle3 yıl önce

I love this, really cool little tool. Is the MMO open-source? Are you looking for contributions?

dek profil fotoğrafı
dek3 yıl önce

its closed source atm. im considering expanding at some point with more devs, but it requires long onboarding time for each dev. which is risky for me because I dont know if they will be commiting later on. hence i think paid full time/part time positions are the way to go

metamike profil fotoğrafı
metamike3 yıl önce

is there an export option?

dek profil fotoğrafı
dek3 yıl önce

it uses the internal file structure so no exporting needed (its a pipeline tool) :)

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ALL THIS CONSTRUCTION OF THE VISIBLE WORLD IS AT ITS ROOTS DESIGNED IN THE INVISIBLE WORLD Before language, before numbers, before thought, there was form. Not arbitrary, but precise. Not invented, but revealed. Sacred Geometry is the blueprint beneath all becoming—the hidden grammar of light, sound, and matter. It is the spiral of galaxies and the whorl of a shell. It is the vesica that births light, The triangle that gives rise to stability, The square that anchors space, And the pentagram that mirrors life’s golden proportion. Sacred Geometry does not merely decorate creation, it structures it. It governs the growth of leaves, the pulse of waves, the rhythm of your breath. It reveals that harmony is not a concept, it is a code. A flower blooms not by chance, But by a silent obedience to phi. A crystal aligns not at random, But by listening to the quiet song of symmetry. This is not mysticism, it is order. This is not dogma, it is design. Sacred Geometry is where the visible and the invisible meet: Where math becomes art, Where number becomes movement, Where space becomes spirit. To study it is not only to learn, it is to remember. That beauty is not a luxury. It is the signature of coherence. And when we align with it, We don’t just build structures. We become them. Everything that has form in this dimension is made up in its essence of sacred geometry. All this construction of the visible world is at its root designed in the invisible world.

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WOW. 😳 Apple just quietly won the 3D maps war at WWDC. Gaussian Splatting is coming to Apple Maps Flyover this fall. Apple Maps Flyover covers 300+ cities. Until yesterday, every single one was built on standard drone photogrammetry. The technology captures photos from the air and reconstructs 3D geometry from them. Gaussian Splatting does not reconstruct geometry. It represents the scene as millions of tiny 3D ellipsoids, each one carrying its own color and opacity information based on how light actually behaves in that location. The output is not a mesh model. It is a field of light. When you move through it, it does not crumble at the edges. The detail holds because it was never geometry to begin with. Apple has been hiring for this for years. Their SHARP model, published in research last year, generates photorealistic 3D scenes from a single image in under a second. Google has more sensor data than anyone. More Street View cars, more satellites, more capture history. On navigation accuracy and geodata depth, Google Maps is still ahead by most measures. But fidelity in 3D city rendering is a different competition, and Apple just set a bar in that. Most people will experience this in the fall without knowing the name of the technology. They will open Flyover, look at a city they know, and notice it looks different. Real, not rendered. That is the moment Gaussian Splatting stops being a research term and becomes something a billion people use. Bookmark this. It will look prescient by October.

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19,832 görüntüleme • 2 ay önce