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Really cool we’re at the point where you can build custom, personalized tools for your own niche 3D workflows. Built this with GPT-5.5, Spark, and Marble yesterday to get better precision + control for creating collider meshes for 3DGS experiences. Live:

104,926 次观看 • 5 个月前 •via X (Twitter)

28 条评论

Alex Carrabre 的头像
Alex Carrabre5 个月前

Dude this is sick

Ian Curtis 的头像
Ian Curtis5 个月前

Thanks! 🙏 my workflow was initially blender (which I love) but no native support for 3DGS. And any of the plugins if you bring a splat over 1 mil in size the fps tanks 👀

Niall O'Brien 的头像
Niall O'Brien5 个月前

@carrabre That's pretty damn cool, do you plan to release this?

Ian Curtis 的头像
Ian Curtis5 个月前

@carrabre Yes! You can try it now here!

Niall O'Brien 的头像
Niall O'Brien5 个月前

@carrabre Nicely done - open source this sucker 😎

Ian Curtis 的头像
Ian Curtis5 个月前

@carrabre 100% will soon! @sparkjsdev is the renderer I use which is open source!

Saketh Saketh 的头像
Saketh Saketh5 个月前

Is the flow be like Generate 360 degree pano from gpt5.5 and then to marble.?

Ian Curtis 的头像
Ian Curtis5 个月前

Yes! I’ve done that but also use Midjourney too

Matt M 的头像
Matt M5 个月前

Amazing Ian! 😮😍

Ian Curtis 的头像
Ian Curtis5 个月前

Thank you Matt!!

Cris Lenta 的头像
Cris Lenta5 个月前

for one second i thought you're moving things around and i was like NO WAY!!!

Anthara Fairooz 的头像
Anthara Fairooz5 个月前

Sharper collider meshes open new dimensions in 3D.

Gregor 的头像
Gregor5 个月前

The real unlock isn't the tools, it's that domain experts can finally build for themselves without a middleman. A generalist dev would've shipped something 80% wrong for your workflow. What specific part of collider mesh creation was impossible to get right with off-the-shelf solutions?

Manny Scipiosi 的头像
Manny Scipiosi5 个月前

totally glitchy nothing works baby. thats how all these tools are the demos look great but when you use it it looks forible.

Mikael 的头像
Mikael5 个月前

Oh, this is awesome. Any thoughts on automated collider generation for world-model-generated scenes? We’re looking into this exact thing right now with Marble for our full-on AI 3D gaming engine.

Ian Curtis 的头像
Ian Curtis5 个月前

are these individual marble scenes? if so there is a collider mesh export per scene. also in api.

Mikael 的头像
Mikael5 个月前

h nice, let me try using them in a quick prototype. Haven’t gotten to this part yet. Why did you build your own if they already exist though?

Ian Curtis 的头像
Ian Curtis5 个月前

good q! For more complex scenes sometimes manual collide can work better if you are not trying to scale it. For example I'm just building out a game or two, for a entire engine might be better to scale it. By doing it manually the collider mesh is pretty much near perfect. super low poly count, very optimized and ready to ship. Also at this moment do not have a solution for stitched or larger scenes so I also use this for now. But we are working hard to automate a lot of this! If you have any input on how to make it better please let me know 🙏

Mikael 的头像
Mikael5 个月前

Perfect! Then I guess we can just wait a bit for those 🙂 One feature request you’re probably already aware of is a WebGPU renderer (Spark currently runs on WebGL). We’re building a native engine and exploring a switch to WebGPU for rendering - you can compile it to native targets as well. That would give us a single, consistent render pipeline and let us reuse Spark outside of three.js ecosystem in our custom environment without rewriting Spark shaders etc.

Nicholas H 的头像
Nicholas H5 个月前

Love it :) is the entire primitive the collider or just the splats it highlights?

Ian Curtis 的头像
Ian Curtis5 个月前

ohhh only the primitive. But that would be really cool if some logic to get the splat only part 👀

Gregor 的头像
Gregor5 个月前

The real unlock isn't the tools, it's that domain experts can finally build for themselves without a middleman. A generalist dev would've shipped something 80% wrong for your workflow. What specific part of collider mesh creation was impossible to get right with off-the-shelf solutions?

💥 \newline 的头像
💥 \newline5 个月前

using a git link with claude code is definitely the fastest way to get a repo digested but the real headache starts when you want that 3dgs precision logic to run on a schedule without babying it.

kyle 的头像
kyle5 个月前

you made your own sparkedit thats pretty cool

Extella Creates 的头像
Extella Creates5 个月前

collider mesh precision is where most ai tools fall apart. convex decomposition decisions need to be deterministic or your physics sim gives different results every run.

Dan Iel 的头像
Dan Iel5 个月前

AI people conflate the tool with the output. "My pen drew a line!" So?

Zara Techie 的头像
Zara Techie5 个月前

Niche tools push 3D workflows into artful clarity.

Liang Dehong 的头像
Liang Dehong5 个月前

@drfeifei Cool ! How to make it?

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