John Austin

@kleptine

Game Designer, Engineer, Tea Lover; in no specific order | Prev: Lead AR/VR Engineering | Creator on Gathering Sky | Ex-Googler @ Machine Intelligence

San Francisco, CA
Vrijeme pridruživanja: listopad 2013.

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  1. Prikvačeni tweet
    1. lip 2019.

    This is the freakiest, yet incredibly coherent story my AI has generated so far. A story about spiders and children.

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  2. proslijedio/la je Tweet
    prije 16 sati

    God cannot be summoned, because he is infinitely omnipresent already. It's a joke among wizards that his summoning glyph is just a circle

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  3. proslijedio/la je Tweet
    6. velj

    Are you, or do you know anyone looking for a paid ? I'm looking for new candidates that are interested in modeling&environment building. Come join us in the games team!

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  4. proslijedio/la je Tweet
    6. velj

    Is Albert Einstein the greatest scientist ever, or is he overrated? Do you wonder what “relativity” even means, and how we know it’s true? Call me with your big questions! The Science Rules phone lines are open, on 470-ASK-BILL. That’s 470-275-2455.

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  5. proslijedio/la je Tweet
    5. velj

    We ran some of the game's animation through that AI that creates in between frames and it's pretty trippy!

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  6. 5. velj

    The new hair rendering in Unreal Engine has been getting a lot of sharing recently. If you're curious about the kind of tech underneath, Sebastian Tafuri gave a phenomenal talk on hair rendering in Frostbite at Siggraph this year:

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  7. proslijedio/la je Tweet
    4. velj

    I've never had more fun while making a game. We were sad but the development of this game helped in cheering us up a bit!

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  8. proslijedio/la je Tweet
    3. velj

    My 2019 GDC talk, "Cursed Problems in Game Design", is now on YouTube!

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  9. 3. velj
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  10. proslijedio/la je Tweet
    3. srp 2019.

    How would fruits move if they could?

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  11. 2. velj

    The physics simulation is a from-scratch implementation of Oriented Particles PBD:

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  12. 2. velj

    A quick breakdown of the automatic rigging and skinning for the VR softbody physics I've been working on. You can go from arbitrary model -> realtime simulation in just a few minutes.🌱 The auto skeletonization/skinning is built with .

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  13. proslijedio/la je Tweet
    1. velj

    You have one day left to put your code on Github / make it a public repo and get it archived in an Arctic vault! They're doing the snapshot tomorrow!

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  14. 31. sij

    Accidentally left the game running in capture mode, and casually generated a 47GB dump file. Be safe out there everyone.

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  15. 31. sij

    Hit our first non-determinism today since we started building the game as deterministic. Luckily the game supports directly diffing the game state, frame by frame, so I was able to track down the rogue Update() call in a couple of minutes. 🙂 👇 diff of game state over 2k frames

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  16. 30. sij

    Holy mother. This is a game changer! How has zbrush not done this yet?

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  17. proslijedio/la je Tweet
    29. sij

    I used this imperfect analogy elsewhere, but it's like saying "oh, I don't play games about the Middle East because every single shooter is set there". A game that engages with the culture, made there, would be a very different thing

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  18. 29. sij

    Has anyone used Zulip for a project or job? We're investigating it as a Slack alternative. (The threading and notify model in Slack is just really rough). For that matter, any other discussion/chat apps we should investigate? We're potentially looking at Twist too.

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  19. proslijedio/la je Tweet
    29. sij

    Voting for the IGF Audience Awards has opened up! If you wanna throw in a vote for A Short Hike, that would be amazing! But also - all these games are great, you can't really go wrong voting for any of them!🐦

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  20. 28. sij
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  21. proslijedio/la je Tweet
    26. sij

    This did really over the weekend on Instagram! And it was my favorite one of the series too.

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