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tamat

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nice work.

I can see that relighting is still a work in progress, as the virtual spot lights tends to look flat and fake. I understand that you are just making brighter splats that fall inside the spotlight cone and darker the ones behind lots of splats.

Do you know if there are plans for gaussian splats to capture unlit albedo, roughness and metalness? So we can relight in a more realistic manner?

Also, environment radiosity doesnt seem to translate to the splats, am I right?

Thanks

the problem with SDF engines is that you have to reinvent everything, as current pipelines rely on triangles.

That means:

- Software to model using SDF (like Womp)

- Technique to animate skeletons using SDFs

- Tool to procedural texture surfaces using SDFs

At least he solved the physics part, which is also complex.

And also, his way of carving is by instantiating new elements, which works for small carves, but if you plan to have lots of tunels, then the number of instances is going to skyrocket.

It´s about normalizing something we think it could lead to problems.

I dont want to romanticize the game in his mind, so when he grows up people ask him to play poker and he sees it as "that nice game we played at home!".

It is a game with very strong connections with gambling. There are thousands of other games without that association which are as rewarding as poker.

wow, I love the format of the site.

Can you tell me more about it? I love making tutorials about GPU stuff and I would love to structure them like yours.

Is it an existing template? Is it part of some sort of course?

As a Software Engineer I found it hard to grasp the concepts explained here.

First it says we lose electrons by deleting information. But AFAIK we are losing electrons everywhere, most gates will operate on negation of a current, which I understand is what they refeer to losing electrons. So, are all gates bad now?

Also, why keeping a history of all memory changes will prevent losing heat? You will have to keep all that memory running so...

And finally, why would this be useful? Who needs to go back in time in their computations??

On one side Im amazed by the amount of good work you have done, but on the other, I feel it lacks true useful scenarios.

For instance, I would love to install it in my server to handle my own server files, but it doesnt support mounting a folder to access from the OS.

Or I would love to have an SSH client, or a terminal that is executed in the server, to run my own nodejs apps.

Also some form of login/pass would be helpfull in case somebody got access to the URL.

But none of them are available.

I understand than the goal was to see whats possible in a browser, but to make it more appealing to people I would love to see some real usecases covered.

Cheers

I always feel that if you share a problem here where LLMs fail, it will end up in their training set and it wont fail to that problem anymore, which means the future models will have the same errors but you have lost your ability to detect them.

Great work, I would love to have the skills to do something like this, but I can see you had to read lots of specifications to achieve this and thats my weakest point.

One silly question you may know: Imagine you wanted to use GPU acceleration, even in the smallest form. How hard would it be to build a driver for the GPU? Do you think there is good documentation about it?

WebGLStudio creator here, yup, there is no market for generic 3D solutions. You need to find a very specific niche to have some revenue.

Sure! Litegraph is one of the more mature libraries of WebGLStudio and it is being used in several projects. If you need any help contact me by email or use the repo. I tend to responder very quick.

About timeline, it is funny because I already have the class but not in a repo, as it is highly tied to other stuff, but I will consider uploading it soon.

Yes, I hate dependencies and all those weird script to bundle stuff, it make you lose control very fast. Thats why I do not use thirth party libraries in my projects.

About the scenes, you are totally right, working on that.

Creator here.

This is an Open Source project I started 7 years ago to help in our research lab. Right now the engine is very mature and stable and it has many features (irradiance probes, realtime reflections, skeletal animation and blend shapes, etc) but most importantly, because it is an open source project, the idea is to be very modular so people can extend it easily. It even has an Addons system that let you include external code from the editor.

I do not publicy it too much because there are still some parts that I want to improve before release it as 1.0.

Right now Im finishing the shader graph editor and working on a better backend.

Feel free to ask anything :)

after reading many tutorials about WASM I still figured out one of the most important questions for me:

Would I be able to call JS functions from WASM? or pass callbacks to WASM. Because WASM sounds like it goes agains the async nature of JS and I have the feeling that is going to be very annoying to merge both worlds.

Also if I cannot call any JS func from WASM it means I cannot call WebGL or Audio so I dont know what would I need the performance if I cannot access the most performance demanding APIs.

WebGL Studio 11 years ago

this is not a modelling software, you need to have 3d models and import them here.

People think there are too many diferences between developing for desktop and developing for the web, but there arent, it is just a matter of time

WebGL Studio 11 years ago

True, without his lightgl library this project wont exist, but the first thing I did was to strip all the things I didnt like and improve from there. There is hardly any function in litegl that remains unchanged from lighgl.