Back at it
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Back at it
Tile-based multi-pass Metal raytracer
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Tile-based multi-pass Metal raytracer
Operating well outside of my level of expertise here with Codex, but it's doing a pretty credible job at a lot of complex Metal rendering code I would never be able to wrap my head around
(Ignore the UV issues)
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Operating well outside of my level of expertise here with Codex, but it's doing a pretty credible job at a lot of complex Metal rendering code I would never be able to wrap my head around
(Ignore the UV issues)
@stroughtonsmith snap! Though mine's web-based using threejs

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Operating well outside of my level of expertise here with Codex, but it's doing a pretty credible job at a lot of complex Metal rendering code I would never be able to wrap my head around
(Ignore the UV issues)
'We have Valence at home!'



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'We have Valence at home!'



You can just do stuff, now. It's wild.
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You can just do stuff, now. It's wild.
I'm not yet sure what the end goal is here, but I'm making a lot of progress regardless
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I'm not yet sure what the end goal is here, but I'm making a lot of progress regardless
Y'all know I'm using UIKit/Catalyst, right?


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Y'all know I'm using UIKit/Catalyst, right?


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!
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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!
@stroughtonsmith wonderful, it looks really clean too. Is it all Codex? Or did some of your experience come into play during development? Do you think you could get it to a shippable state?
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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!
Some more glamour shots of this 3D app in the iPad Simulator




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@stroughtonsmith wonderful, it looks really clean too. Is it all Codex? Or did some of your experience come into play during development? Do you think you could get it to a shippable state?
@simsaens I'm trying to recreate Valence3D based on what I see on the website, since Apple hired the developer and it's not likely to see any new development. So, for now, the visual identity isn't mine. As I keep progressing it, I expect that to diverge a lot more. I'm guiding Codex through it bit by bit, it wouldn't come up with anything like this on its own; but it can blast through a raytracer no problem
Valence 3D - Unleash your creativity in 3D anywhere & anytime.
Valence 3D is a new 3D modeling app designed for iPhone & iPad
(www.valence3d.app)
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@simsaens I'm trying to recreate Valence3D based on what I see on the website, since Apple hired the developer and it's not likely to see any new development. So, for now, the visual identity isn't mine. As I keep progressing it, I expect that to diverge a lot more. I'm guiding Codex through it bit by bit, it wouldn't come up with anything like this on its own; but it can blast through a raytracer no problem
Valence 3D - Unleash your creativity in 3D anywhere & anytime.
Valence 3D is a new 3D modeling app designed for iPhone & iPad
(www.valence3d.app)
@stroughtonsmith it’s weirdly reassuring that your experience and creative taste are still important. These tools really let us focus on building the fun bits
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Some more glamour shots of this 3D app in the iPad Simulator




OBJ drag and drop
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@stroughtonsmith it’s weirdly reassuring that your experience and creative taste are still important. These tools really let us focus on building the fun bits
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@stroughtonsmith @gernot yeah though sometimes you get me doubting that when you casually produce a full scene editor with gizmos, raytracer, viewport orientation widget, and an inspector with gesture-based numeric sliders in five hours
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@stroughtonsmith @gernot yeah though sometimes you get me doubting that when you casually produce a full scene editor with gizmos, raytracer, viewport orientation widget, and an inspector with gesture-based numeric sliders in five hours
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@simsaens did I mention I know absolutely nothing about Metal?

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@simsaens did I mention I know absolutely nothing about Metal?

@stroughtonsmith you did but thanks for making it clear

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OBJ drag and drop
Multi-select and grouping
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Multi-select and grouping
@stroughtonsmith Seeing all this makes me wonder how Codex would fare with building a Unity game project from scratch.
