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CIRCLE WITH A DOT

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Back at it

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  • stroughtonsmith@mastodon.socialS stroughtonsmith@mastodon.social

    I started with a blank project template 5 hours ago. Now I've got a little 3D scene graph editor with gizmos, wireframe and shaded view modes, texturing, drag and drop OBJ file importing, and tile-based raytraced rendering, that runs on Mac and iPad.

    Thanks Codex!

    fuzzyhead@mastodon.socialF This user is from outside of this forum
    fuzzyhead@mastodon.socialF This user is from outside of this forum
    fuzzyhead@mastodon.social
    wrote last edited by
    #91

    @stroughtonsmith Is this sidebar/inspector pane a system component or custom?

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

      @stroughtonsmith Is this sidebar/inspector pane a system component or custom?

      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
      #92

      @fuzzyhead all custom

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

        I thought my water should have some translucency and falloff, so I can put things underneath it

        Link Preview Image
        J This user is from outside of this forum
        J This user is from outside of this forum
        jer1ch0@mastodon.social
        wrote last edited by
        #93

        @stroughtonsmith this screenshot looks so beautiful and pleasing to the eye

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

          Procedural clouds seemed like a good idea

          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
          #94

          Recap: I vibecoded (code unseen, no plan) a 3D editor/renderer that has a scene graph, editing controls, primitives and gizmos, materials, procedural terrain and water, and hardware-accelerated Metal raytracing with soft shadows, clouds and bounce lighting, that runs on Mac and iPad.

          Tool: Codex 5.3 Medium
          Time: About a day's worth of work has gone into it

          ankinson@mastodon.org.ukA arcticulate@toot.communityA stroughtonsmith@mastodon.socialS marcoponton@mastodon.socialM N 5 Replies Last reply
          0
          • stroughtonsmith@mastodon.socialS stroughtonsmith@mastodon.social

            Recap: I vibecoded (code unseen, no plan) a 3D editor/renderer that has a scene graph, editing controls, primitives and gizmos, materials, procedural terrain and water, and hardware-accelerated Metal raytracing with soft shadows, clouds and bounce lighting, that runs on Mac and iPad.

            Tool: Codex 5.3 Medium
            Time: About a day's worth of work has gone into it

            ankinson@mastodon.org.ukA This user is from outside of this forum
            ankinson@mastodon.org.ukA This user is from outside of this forum
            ankinson@mastodon.org.uk
            wrote last edited by
            #95

            @stroughtonsmith I wrote a vastly less capable 3D editor/renderer for my final year project at university. Year being the operative word there as that’s roughly how long it took me.

            tsturm@famichiki.jpT 1 Reply Last reply
            0
            • ankinson@mastodon.org.ukA ankinson@mastodon.org.uk

              @stroughtonsmith I wrote a vastly less capable 3D editor/renderer for my final year project at university. Year being the operative word there as that’s roughly how long it took me.

              tsturm@famichiki.jpT This user is from outside of this forum
              tsturm@famichiki.jpT This user is from outside of this forum
              tsturm@famichiki.jp
              wrote last edited by
              #96

              @ankinson @stroughtonsmith And you learned something doing it.

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

                Recap: I vibecoded (code unseen, no plan) a 3D editor/renderer that has a scene graph, editing controls, primitives and gizmos, materials, procedural terrain and water, and hardware-accelerated Metal raytracing with soft shadows, clouds and bounce lighting, that runs on Mac and iPad.

                Tool: Codex 5.3 Medium
                Time: About a day's worth of work has gone into it

                arcticulate@toot.communityA This user is from outside of this forum
                arcticulate@toot.communityA This user is from outside of this forum
                arcticulate@toot.community
                wrote last edited by
                #97

                @stroughtonsmith With your long-time experience and know-how about Apple’s SDKs, do you think the code it generated was high quality or did you need to make a lot of manual adjustments?

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

                  Recap: I vibecoded (code unseen, no plan) a 3D editor/renderer that has a scene graph, editing controls, primitives and gizmos, materials, procedural terrain and water, and hardware-accelerated Metal raytracing with soft shadows, clouds and bounce lighting, that runs on Mac and iPad.

                  Tool: Codex 5.3 Medium
                  Time: About a day's worth of work has gone into 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
                  #98

                  I figured I needed some kind of glass shader

                  jmovs@mastodon.socialJ stroughtonsmith@mastodon.socialS jeromedanthinne@mastodon.socialJ jaanus@iosdev.spaceJ 4 Replies Last reply
                  0
                  • arcticulate@toot.communityA arcticulate@toot.community

                    @stroughtonsmith With your long-time experience and know-how about Apple’s SDKs, do you think the code it generated was high quality or did you need to make a lot of manual adjustments?

                    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
                    #99

                    @Arcticulate the code is effectively indistinguishable from my own. I have made zero adjustments

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

                      I figured I needed some kind of glass shader

                      jmovs@mastodon.socialJ This user is from outside of this forum
                      jmovs@mastodon.socialJ This user is from outside of this forum
                      jmovs@mastodon.social
                      wrote last edited by
                      #100

                      @stroughtonsmith I guess everything is ultimately converging towards a Salvador Dali painting? I want to see liquid clocks now! 😂

                      1 Reply Last reply
                      0
                      • tsturm@famichiki.jpT tsturm@famichiki.jp

                        @ankinson @stroughtonsmith And you learned something doing it.

                        ankinson@mastodon.org.ukA This user is from outside of this forum
                        ankinson@mastodon.org.ukA This user is from outside of this forum
                        ankinson@mastodon.org.uk
                        wrote last edited by
                        #101

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

                          I figured I needed some kind of glass shader

                          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
                          #102

                          The thing about material shaders is I don't quite know the right questions to ask — the unknown unknowns. Am I taking into account the right refraction, internal reflection, attenuated shadows, etc. Why is this too bright, why is this too dark. You can tell from these examples where things are obviously wrong, and it takes quite a bit of iteration

                          Link Preview ImageLink Preview Image
                          stroughtonsmith@mastodon.socialS A 2 Replies Last reply
                          0
                          • stroughtonsmith@mastodon.socialS stroughtonsmith@mastodon.social

                            I figured I needed some kind of glass shader

                            jeromedanthinne@mastodon.socialJ This user is from outside of this forum
                            jeromedanthinne@mastodon.socialJ This user is from outside of this forum
                            jeromedanthinne@mastodon.social
                            wrote last edited by
                            #103

                            @stroughtonsmith Water… then glass… oh I see now, all that work to recreate Liquid Glass 😁.

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

                              The thing about material shaders is I don't quite know the right questions to ask — the unknown unknowns. Am I taking into account the right refraction, internal reflection, attenuated shadows, etc. Why is this too bright, why is this too dark. You can tell from these examples where things are obviously wrong, and it takes quite a bit of iteration

                              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
                              #104

                              'Attenuated shadows'

                              A little better

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

                                'Attenuated shadows'

                                A little better

                                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
                                #105

                                Maybe I should have bought a faster Mac before trying to write a raytracer…

                                stroughtonsmith@mastodon.socialS berndgoldschmidt@mastodon.socialB 2 Replies Last reply
                                0
                                • stroughtonsmith@mastodon.socialS stroughtonsmith@mastodon.social

                                  Recap: I vibecoded (code unseen, no plan) a 3D editor/renderer that has a scene graph, editing controls, primitives and gizmos, materials, procedural terrain and water, and hardware-accelerated Metal raytracing with soft shadows, clouds and bounce lighting, that runs on Mac and iPad.

                                  Tool: Codex 5.3 Medium
                                  Time: About a day's worth of work has gone into it

                                  marcoponton@mastodon.socialM This user is from outside of this forum
                                  marcoponton@mastodon.socialM This user is from outside of this forum
                                  marcoponton@mastodon.social
                                  wrote last edited by
                                  #106

                                  @stroughtonsmith I was always impressed by your skills to go from idea to PoC to shipping, but this is next level. I need my own project now to try this tech to its fullest. I work in a large enterprise where AI means Microsoft Copilot. I tried Claude on a smaller personal project and was impressed but never thought you could vibe-code a working 3D app in less than 24 hrs.

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

                                    Maybe I should have bought a faster Mac before trying to write a raytracer…

                                    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
                                    #107

                                    Trying not to fry my GPU with caustics, but Metal isn't happy

                                    finnvoorhees@mastodon.socialF dgriffinjones@tech.lgbtD callin@hachyderm.ioC stroughtonsmith@mastodon.socialS 4 Replies Last reply
                                    0
                                    • stroughtonsmith@mastodon.socialS stroughtonsmith@mastodon.social

                                      Trying not to fry my GPU with caustics, but Metal isn't happy

                                      finnvoorhees@mastodon.socialF This user is from outside of this forum
                                      finnvoorhees@mastodon.socialF This user is from outside of this forum
                                      finnvoorhees@mastodon.social
                                      wrote last edited by
                                      #108

                                      @stroughtonsmith have you considered rendering at a smaller scale and using MetalFX to upscale? they even have a denoising upscaler now, seems like it was pretty much designed for exactly this

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

                                        Trying not to fry my GPU with caustics, but Metal isn't happy

                                        dgriffinjones@tech.lgbtD This user is from outside of this forum
                                        dgriffinjones@tech.lgbtD This user is from outside of this forum
                                        dgriffinjones@tech.lgbt
                                        wrote last edited by
                                        #109

                                        @stroughtonsmith Say, could you make a benchmarking mode in it? I’d love to be able to speed test ML and graphics performance between my M2 Pro Mac mini against the MacBook Neo next week 👀

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

                                          @stroughtonsmith have you considered rendering at a smaller scale and using MetalFX to upscale? they even have a denoising upscaler now, seems like it was pretty much designed for exactly this

                                          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
                                          #110

                                          @finnvoorhees I'm already using the metalfx denoiser after every pass, but I want to render out high res images, not just upsampled ones

                                          1 Reply Last reply
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