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CIRCLE WITH A DOT

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Back at it

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  • ankinson@mastodon.org.ukA ankinson@mastodon.org.uk

    @tsturm @stroughtonsmith Yes, of course. We had radically different goals though. Producing what Steve has in a day, even if it’s just a throw-away bit of fun, remains striking to me.

    makeavoy@mastodon.gamedev.placeM This user is from outside of this forum
    makeavoy@mastodon.gamedev.placeM This user is from outside of this forum
    makeavoy@mastodon.gamedev.place
    wrote last edited by
    #151

    Makes you wonder who's code the LLM learned from. Is there a full metal project out there already? Does it have similar default menu elements? How much of it is novel here? How much more optimized would it be hand crafted? Is it negligible?

    1 Reply Last reply
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    • stroughtonsmith@mastodon.socialS stroughtonsmith@mastodon.social

      What if you could step into your Bryce scenes?

      Link Preview Image
      stroughtonsmith@mastodon.socialS This user is from outside of this forum
      stroughtonsmith@mastodon.socialS This user is from outside of this forum
      stroughtonsmith@mastodon.social
      wrote last edited by
      #152

      Pretty much everything I've worked on with Codex up to now has been stuff I could have built myself, within my area of expertise (or learnable), it just would have taken weeks or months.

      This 3D scene app is something I never would have been able to build myself. I would have needed a team of rendering experts with domain-specific knowledge and human-years of research

      stroughtonsmith@mastodon.socialS simsaens@mastodon.socialS jlaase@hachyderm.ioJ matcha06@mastodon.socialM yiningkarlli@mastodon.gamedev.placeY 5 Replies Last reply
      0
      • stroughtonsmith@mastodon.socialS stroughtonsmith@mastodon.social

        Pretty much everything I've worked on with Codex up to now has been stuff I could have built myself, within my area of expertise (or learnable), it just would have taken weeks or months.

        This 3D scene app is something I never would have been able to build myself. I would have needed a team of rendering experts with domain-specific knowledge and human-years of research

        stroughtonsmith@mastodon.socialS This user is from outside of this forum
        stroughtonsmith@mastodon.socialS This user is from outside of this forum
        stroughtonsmith@mastodon.social
        wrote last edited by
        #153

        I love how visionOS, uniquely, *explodes* when rendering goes wrong.

        Hello [MacBook] Neo.

        stroughtonsmith@mastodon.socialS mpwg@hachyderm.ioM 2 Replies Last reply
        0
        • stroughtonsmith@mastodon.socialS stroughtonsmith@mastodon.social

          Pretty much everything I've worked on with Codex up to now has been stuff I could have built myself, within my area of expertise (or learnable), it just would have taken weeks or months.

          This 3D scene app is something I never would have been able to build myself. I would have needed a team of rendering experts with domain-specific knowledge and human-years of research

          simsaens@mastodon.socialS This user is from outside of this forum
          simsaens@mastodon.socialS This user is from outside of this forum
          simsaens@mastodon.social
          wrote last edited by
          #154

          @stroughtonsmith your results are amazing, but got me curious about Codex writing Metal, so I asked it to make a solar system simulation

          After two hours of back-and-forth it still can't seem to texture a sphere in a way that doesn't cause the lighting and texture to rotate with the view

          I gave it six goes at trying to get the bloom effect correct, but in the end had to paste an entire blog post into its context about how to render bloom in Metal

          stroughtonsmith@mastodon.socialS 1 Reply Last reply
          0
          • simsaens@mastodon.socialS simsaens@mastodon.social

            @stroughtonsmith your results are amazing, but got me curious about Codex writing Metal, so I asked it to make a solar system simulation

            After two hours of back-and-forth it still can't seem to texture a sphere in a way that doesn't cause the lighting and texture to rotate with the view

            I gave it six goes at trying to get the bloom effect correct, but in the end had to paste an entire blog post into its context about how to render bloom in Metal

            stroughtonsmith@mastodon.socialS This user is from outside of this forum
            stroughtonsmith@mastodon.socialS This user is from outside of this forum
            stroughtonsmith@mastodon.social
            wrote last edited by
            #155

            @simsaens I could suggest things, but if you want to take this offline, DM me your iMessage maybe

            1 Reply Last reply
            0
            • stroughtonsmith@mastodon.socialS stroughtonsmith@mastodon.social

              Pretty much everything I've worked on with Codex up to now has been stuff I could have built myself, within my area of expertise (or learnable), it just would have taken weeks or months.

              This 3D scene app is something I never would have been able to build myself. I would have needed a team of rendering experts with domain-specific knowledge and human-years of research

              jlaase@hachyderm.ioJ This user is from outside of this forum
              jlaase@hachyderm.ioJ This user is from outside of this forum
              jlaase@hachyderm.io
              wrote last edited by
              #156

              @stroughtonsmith watching you build these things over the past few weeks has been amazing. Do you think there is a chance you will create a blog post or have a thread with more details about how you are promoting the AI agents?

              stroughtonsmith@mastodon.socialS 1 Reply Last reply
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              • jlaase@hachyderm.ioJ jlaase@hachyderm.io

                @stroughtonsmith watching you build these things over the past few weeks has been amazing. Do you think there is a chance you will create a blog post or have a thread with more details about how you are promoting the AI agents?

                stroughtonsmith@mastodon.socialS This user is from outside of this forum
                stroughtonsmith@mastodon.socialS This user is from outside of this forum
                stroughtonsmith@mastodon.social
                wrote last edited by
                #157

                @jlaase I did blog about it, and it has one prompt session transcript: https://highcaffeinecontent.com/blog/20260301-A-Month-With-OpenAIs-Codex

                jlaase@hachyderm.ioJ 2 Replies Last reply
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                • stroughtonsmith@mastodon.socialS stroughtonsmith@mastodon.social

                  Pretty much everything I've worked on with Codex up to now has been stuff I could have built myself, within my area of expertise (or learnable), it just would have taken weeks or months.

                  This 3D scene app is something I never would have been able to build myself. I would have needed a team of rendering experts with domain-specific knowledge and human-years of research

                  matcha06@mastodon.socialM This user is from outside of this forum
                  matcha06@mastodon.socialM This user is from outside of this forum
                  matcha06@mastodon.social
                  wrote last edited by
                  #158

                  @stroughtonsmith for my use, the "vibe Coding" is most helpful for edge cases where it would be a huge rabbit whole to implement a relatively small feature, so we're aligned there. Thank you for sharing your work online

                  1 Reply Last reply
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                  • stroughtonsmith@mastodon.socialS stroughtonsmith@mastodon.social

                    I love how visionOS, uniquely, *explodes* when rendering goes wrong.

                    Hello [MacBook] Neo.

                    stroughtonsmith@mastodon.socialS This user is from outside of this forum
                    stroughtonsmith@mastodon.socialS This user is from outside of this forum
                    stroughtonsmith@mastodon.social
                    wrote last edited by
                    #159

                    So now that visionOS 26 lets you spawn immersive scenes from UIKit apps, I had Codex implement me an immersive scene using Metal and CompositorServices that mirrors the in-window viewport and lets you live in your scene 😁

                    It's real frickin cool.

                    The raytracer might be off limits for visionOS, but there's a lot of interesting stuff to do in other areas

                    gklka@mastodon.socialG bluefirex@mastodon.onlineB stroughtonsmith@mastodon.socialS cdf1982@iosdev.spaceC 5 Replies Last reply
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                    • stroughtonsmith@mastodon.socialS stroughtonsmith@mastodon.social

                      So now that visionOS 26 lets you spawn immersive scenes from UIKit apps, I had Codex implement me an immersive scene using Metal and CompositorServices that mirrors the in-window viewport and lets you live in your scene 😁

                      It's real frickin cool.

                      The raytracer might be off limits for visionOS, but there's a lot of interesting stuff to do in other areas

                      gklka@mastodon.socialG This user is from outside of this forum
                      gklka@mastodon.socialG This user is from outside of this forum
                      gklka@mastodon.social
                      wrote last edited by
                      #160

                      @stroughtonsmith I knew you will do it 😉

                      stroughtonsmith@mastodon.socialS 1 Reply Last reply
                      0
                      • stroughtonsmith@mastodon.socialS stroughtonsmith@mastodon.social

                        So now that visionOS 26 lets you spawn immersive scenes from UIKit apps, I had Codex implement me an immersive scene using Metal and CompositorServices that mirrors the in-window viewport and lets you live in your scene 😁

                        It's real frickin cool.

                        The raytracer might be off limits for visionOS, but there's a lot of interesting stuff to do in other areas

                        bluefirex@mastodon.onlineB This user is from outside of this forum
                        bluefirex@mastodon.onlineB This user is from outside of this forum
                        bluefirex@mastodon.online
                        wrote last edited by
                        #161

                        @stroughtonsmith that is extremely cool

                        1 Reply Last reply
                        0
                        • stroughtonsmith@mastodon.socialS stroughtonsmith@mastodon.social

                          So now that visionOS 26 lets you spawn immersive scenes from UIKit apps, I had Codex implement me an immersive scene using Metal and CompositorServices that mirrors the in-window viewport and lets you live in your scene 😁

                          It's real frickin cool.

                          The raytracer might be off limits for visionOS, but there's a lot of interesting stuff to do in other areas

                          bluefirex@mastodon.onlineB This user is from outside of this forum
                          bluefirex@mastodon.onlineB This user is from outside of this forum
                          bluefirex@mastodon.online
                          wrote last edited by
                          #162

                          @stroughtonsmith to be honest, that concept might be one of the greatest use cases for Vision Pro. Imagine two controllers in your hand for much more precise input and you've got an awesome product

                          1 Reply Last reply
                          0
                          • gklka@mastodon.socialG gklka@mastodon.social

                            @stroughtonsmith I knew you will do it 😉

                            stroughtonsmith@mastodon.socialS This user is from outside of this forum
                            stroughtonsmith@mastodon.socialS This user is from outside of this forum
                            stroughtonsmith@mastodon.social
                            wrote last edited by
                            #163

                            @gklka I blame you

                            1 Reply Last reply
                            0
                            • stroughtonsmith@mastodon.socialS stroughtonsmith@mastodon.social

                              I love how visionOS, uniquely, *explodes* when rendering goes wrong.

                              Hello [MacBook] Neo.

                              mpwg@hachyderm.ioM This user is from outside of this forum
                              mpwg@hachyderm.ioM This user is from outside of this forum
                              mpwg@hachyderm.io
                              wrote last edited by
                              #164

                              @stroughtonsmith I imagine this screen still haunts some Apple engineers 🤣

                              1 Reply Last reply
                              0
                              • stroughtonsmith@mastodon.socialS stroughtonsmith@mastodon.social

                                I figured I needed some kind of glass shader

                                jaanus@iosdev.spaceJ This user is from outside of this forum
                                jaanus@iosdev.spaceJ This user is from outside of this forum
                                jaanus@iosdev.space
                                wrote last edited by
                                #165

                                @stroughtonsmith but is it Liquid Glass 🙃

                                1 Reply Last reply
                                0
                                • stroughtonsmith@mastodon.socialS stroughtonsmith@mastodon.social

                                  So now that visionOS 26 lets you spawn immersive scenes from UIKit apps, I had Codex implement me an immersive scene using Metal and CompositorServices that mirrors the in-window viewport and lets you live in your scene 😁

                                  It's real frickin cool.

                                  The raytracer might be off limits for visionOS, but there's a lot of interesting stuff to do in other areas

                                  stroughtonsmith@mastodon.socialS This user is from outside of this forum
                                  stroughtonsmith@mastodon.socialS This user is from outside of this forum
                                  stroughtonsmith@mastodon.social
                                  wrote last edited by
                                  #166

                                  I figured why not use RealityKit for the material previews, so now they are actual spheres.

                                  Miraculously, it all still works — the Metal viewport, the Metal immersive scene, and the RealityKit UI elements, but it's very clear the Vision Pro (M2) doesn't have much headroom to build an actual app around this stuff

                                  Link Preview ImageLink Preview ImageLink Preview ImageLink Preview Image
                                  stroughtonsmith@mastodon.socialS 1 Reply Last reply
                                  0
                                  • stroughtonsmith@mastodon.socialS stroughtonsmith@mastodon.social

                                    I figured why not use RealityKit for the material previews, so now they are actual spheres.

                                    Miraculously, it all still works — the Metal viewport, the Metal immersive scene, and the RealityKit UI elements, but it's very clear the Vision Pro (M2) doesn't have much headroom to build an actual app around this stuff

                                    Link Preview ImageLink Preview ImageLink Preview ImageLink Preview Image
                                    stroughtonsmith@mastodon.socialS This user is from outside of this forum
                                    stroughtonsmith@mastodon.socialS This user is from outside of this forum
                                    stroughtonsmith@mastodon.social
                                    wrote last edited by
                                    #167

                                    The raytracer is, for now, a no-go on visionOS. It's possible I could throttle it and stay within visionOS' systemwide render budget. But it's probably worth improving the RT performance a bunch on its own first before I come back and try it here. I might run out of steam on this prototype before then.

                                    This entire app project is still in my 'Temp' folder, where throwaway projects live 😅

                                    Link Preview ImageLink Preview Image
                                    stroughtonsmith@mastodon.socialS theejj@mastodon.socialT belovedmelody@mastodon.socialB 3 Replies Last reply
                                    0
                                    • stroughtonsmith@mastodon.socialS stroughtonsmith@mastodon.social

                                      The raytracer is, for now, a no-go on visionOS. It's possible I could throttle it and stay within visionOS' systemwide render budget. But it's probably worth improving the RT performance a bunch on its own first before I come back and try it here. I might run out of steam on this prototype before then.

                                      This entire app project is still in my 'Temp' folder, where throwaway projects live 😅

                                      Link Preview ImageLink Preview Image
                                      stroughtonsmith@mastodon.socialS This user is from outside of this forum
                                      stroughtonsmith@mastodon.socialS This user is from outside of this forum
                                      stroughtonsmith@mastodon.social
                                      wrote last edited by
                                      #168

                                      This project, which runs on iPhone, iPad, Mac, and Vision Pro (with Immersive Space), is now 16.5K lines of code

                                      Link Preview Image
                                      stroughtonsmith@mastodon.socialS 1 Reply Last reply
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                                      • stroughtonsmith@mastodon.socialS stroughtonsmith@mastodon.social

                                        The raytracer is, for now, a no-go on visionOS. It's possible I could throttle it and stay within visionOS' systemwide render budget. But it's probably worth improving the RT performance a bunch on its own first before I come back and try it here. I might run out of steam on this prototype before then.

                                        This entire app project is still in my 'Temp' folder, where throwaway projects live 😅

                                        Link Preview ImageLink Preview Image
                                        theejj@mastodon.socialT This user is from outside of this forum
                                        theejj@mastodon.socialT This user is from outside of this forum
                                        theejj@mastodon.social
                                        wrote last edited by
                                        #169

                                        @stroughtonsmith “This entire app project is still in my 'Temp' folder, where throwaway projects live”

                                        1 Reply Last reply
                                        0
                                        • stroughtonsmith@mastodon.socialS stroughtonsmith@mastodon.social

                                          Pretty much everything I've worked on with Codex up to now has been stuff I could have built myself, within my area of expertise (or learnable), it just would have taken weeks or months.

                                          This 3D scene app is something I never would have been able to build myself. I would have needed a team of rendering experts with domain-specific knowledge and human-years of research

                                          yiningkarlli@mastodon.gamedev.placeY This user is from outside of this forum
                                          yiningkarlli@mastodon.gamedev.placeY This user is from outside of this forum
                                          yiningkarlli@mastodon.gamedev.place
                                          wrote last edited by
                                          #170

                                          @stroughtonsmith interestingly for me it is the reverse: a basic modeler with a basic built in ray tracer would take me maybe a day or two to build on my own with an imgui based UI.

                                          But all of the native iOS/iPadOS/visionOS stuff would have required me to have dedicated Apple frameworks experts help out on. My experience with writing Apple native apps is super limited. But with Codex, I’ve now made several nice custom, just-for-me native apps to replace things that were just scripts before.

                                          stroughtonsmith@mastodon.socialS 1 Reply Last reply
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