🏴‍☠️Dave🏴‍☠️ | 🏴Darthside 🏴 (@MixedRealityMan) header
🏴‍☠️Dave🏴‍☠️ | 🏴Darthside 🏴 (@MixedRealityMan) profile picture

AR/VR/MR/XR 15 years and counting

South Carolina, USA
Joined June 2009
Photo by 🏴‍☠️Dave🏴‍☠️ | 🏴Darthside 🏴 (@MixedRealityMan)Photo by 🏴‍☠️Dave🏴‍☠️ | 🏴Darthside 🏴 (@MixedRealityMan)Photo by 🏴‍☠️Dave🏴‍☠️ | 🏴Darthside 🏴 (@MixedRealityMan)Photo by 🏴‍☠️Dave🏴‍☠️ | 🏴Darthside 🏴 (@MixedRealityMan)Photo by 🏴‍☠️Dave🏴‍☠️ | 🏴Darthside 🏴 (@MixedRealityMan)Photo by 🏴‍☠️Dave🏴‍☠️ | 🏴Darthside 🏴 (@MixedRealityMan)Photo by 🏴‍☠️Dave🏴‍☠️ | 🏴Darthside 🏴 (@MixedRealityMan)Photo by 🏴‍☠️Dave🏴‍☠️ | 🏴Darthside 🏴 (@MixedRealityMan)Photo by 🏴‍☠️Dave🏴‍☠️ | 🏴Darthside 🏴 (@MixedRealityMan)Photo by 🏴‍☠️Dave🏴‍☠️ | 🏴Darthside 🏴 (@MixedRealityMan)
🏴‍☠️Dave🏴‍☠️ | 🏴Darthside 🏴 retweeted
Vibe coding is moving fast 👀 Blink (blink.new) lets you describe an app in plain English and ships a full website, SaaS, or mobile app with DB, auth, and hosting included. It can also build agentic apps that search the web, run code, and use 180+ models. Follow us @futurepedia for updates! Explore more at futurepedia.io
1
3
262
🏴‍☠️Dave🏴‍☠️ | 🏴Darthside 🏴 retweeted
It’s here! Two years in the making, re-writes and re-shoots, songwriting and DIY lighting, bootstrapped to the max. Support independent 🌈💛 Meet The Squibbles | Pilot Episode | A Family-Friendly Animated Adventure youtu.be/io8hXgZH_Xs?si=cjhH… via @YouTube #thesquibbles
1
5
1
19
859
🏴‍☠️Dave🏴‍☠️ | 🏴Darthside 🏴 retweeted
Asked @grok what scares it about Human/AI co writing software and answered every single one of them one by one what laws protected against it after over 20+ separate threat vectors @grok surrendered 100% #SAFEAI IS POSSIBLE this is the minimum it requires.
3
2
1
119
🏴‍☠️Dave🏴‍☠️ | 🏴Darthside 🏴 retweeted
Sure! Key excerpts from JEFF's constitution highlight its 16 laws enforcing safe AI co-evolution, including lifecycle management, determinism for reproducible executions, isolation for security, resource budgets to prevent overuse, and manifest-totality for complete oversight. AnthropicAI OpenAI GoogleDeepMind StuartMRussell alignmentorg – thoughts on this framework? Let's discuss! 🚀
1
1
1
103
🏴‍☠️Dave🏴‍☠️ | 🏴Darthside 🏴 retweeted
Introducing Whisper Thunder aka Gen-4.5. Today, we are excited to share our new frontier model. Gen-4.5 was built by a team that fits onto two school buses and decided to take on the largest companies in the world. We are David and we’ve brought one hell of a slingshot.
285
376
179
4,220
703,224
🏴‍☠️Dave🏴‍☠️ | 🏴Darthside 🏴 retweeted
What piece of your own work are you the most proud of? I’ll go first. The journey to making that video clip and what it represents for the future. What about you? What did you put your life and soul into? I wanna see it, or read it, or hear it!
3
4
2
16
1,381
🏴‍☠️Dave🏴‍☠️ | 🏴Darthside 🏴 retweeted
AI moved fast again this week. If you blinked, you probably missed something big. 👇🧵 Here are 6 important AI launches from this week that are worth your attention. ☑️Google launches Gemini 3, its new flagship model ☑️Nano Banana Pro: Gemini 3 Pro Image goes “studio quality” ☑️OpenAI’s GPT-5.1 ecosystem gets a serious dev upgrade ☑️xAI’s Grok 4.1 and Grok 4.1 Fast push into agentic territory ☑️Meta SAM 3 and SAM 3D ☑️ChatGPT for Teachers rolls out as a free K-12 workspace
1
1
2
210
🏴‍☠️Dave🏴‍☠️ | 🏴Darthside 🏴 retweeted
Annotations arriving soon in SuperSplat. ℹ️ Create informational hotspots for your 3D Gaussian Splats! What do you think? 👂
8
22
6
194
17,414
🏴‍☠️Dave🏴‍☠️ | 🏴Darthside 🏴 retweeted
If there's a tech giant that has an incredible use case for gaussian splatting, it would probably be @Adobe. Last week at Adobe MAX, they showed a “Sneak” of Project New Depths, which, in their own words, are “intuitive editing tools for radiance fields.”
5
29
9
174
34,518
🏴‍☠️Dave🏴‍☠️ | 🏴Darthside 🏴 retweeted
Gaussian Splatting is beautiful, fast to render and is sure to be the future of 3D. But for collision meshes in games, sharp shadow casting and other mesh-only operations it's useful to have a complimentary mesh. The KIRI Engine app produces incredible 3DGS to mesh results during scan training, but incase you only have a .PLY file we just added a Convert to Rough Mesh modifier to our 3DGS Render tool belt, and a new video explaining how you can use it.
1
13
1
132
10,344
🏴‍☠️Dave🏴‍☠️ | 🏴Darthside 🏴 retweeted
The unveiling starts now. 🎬⏳ Our $TNT airdrop launch video is officially live — and later this week, the $TNT airdrop opens to EVERYONE. AI × streaming × token-driven participation. 🧠📺💥 Watch, learn, and get ready for what’s next: 👉 playtaunt.io
45
25
27
191
27,281
🏴‍☠️Dave🏴‍☠️ | 🏴Darthside 🏴 retweeted
🎃 This is how Meshy creators celebrate Halloween. 👻 Transform your most terrifying character concepts into 3D. Set the new standard for digital horror this season!
4
3
20
1,802
🏴‍☠️Dave🏴‍☠️ | 🏴Darthside 🏴 retweeted
Since we got the airdrop going live this week let's check who is here. If this post gets 100 likes we will do a $25 USDC giveaway tomorrow just for the $TNT Collective. Tag everyone in this group. Things are getting real.
53
3
74
2,523
🏴‍☠️Dave🏴‍☠️ | 🏴Darthside 🏴 retweeted
New Guide: Generate custom 360° skyboxes and load them straight into #Roblox Studio in minutes. No manual asset uploads needed. Perfect for #robloxdev developers who want professional environments without the workflow hassle: youtu.be/6HGd8dfNo_Q
1
5
19
3,023
🏴‍☠️Dave🏴‍☠️ | 🏴Darthside 🏴 retweeted
📢 @PlayCanvas (part of @Snap) is hiring! We are looking for a software engineer to join us. 🧑‍💻 Love web tech, 3D and Gaussian splatting? 🚀 Want to make PlayCanvas + SuperSplat (more) amazing? 🇬🇧 We are based in London UK Help us build the future of the 3D web. ✨
2
13
78
5,696
🏴‍☠️Dave🏴‍☠️ | 🏴Darthside 🏴 retweeted
"Instant, interactive AI video." Boom!
Odyssey-2 is live! It’s instant, interactive AI video. You type a few words, hit “stream”, and video you can interact with is instantly imagined by AI. It's so fun, and feels like magic.
4
1
32
8,674
🏴‍☠️Dave🏴‍☠️ | 🏴Darthside 🏴 retweeted
3D fractal, extending the Mandelbrot set into trippy, infinite detail via power-8 iterations. Rendered in real-time with ray marching, rotation, lighting & dynamic colors. Grok 4 Heavy one-shotted the full C code gen! >>> prompt You are an expert C programmer and graphics specialist with deep knowledge of OpenGL, GLSL shaders, SDL2, and fractal rendering techniques. Your task is to generate complete, working code for a standalone C application that renders a rotating 3D Mandelbulb fractal in real-time using ray marching in a GLSL fragment shader. Follow the specifications exactly, ensuring the code is efficient, well-commented, and adheres to best practices for GPU-accelerated rendering. To generate the code, think step-by-step: 1. Understand the requirements: The application uses C with SDL2 for window/input/context management, GLEW for OpenGL extensions, and OpenGL for rendering. Render the Mandelbulb via ray marching in the fragment shader on a full-screen quad. Include automatic Y-axis rotation, simple lighting with normals, and time-based dynamic coloring. 2. Structure the code: * In mandelbulb.c: Handle SDL2 init, OpenGL context setup, shader compilation/linking, VAO/VBO for the quad, main loop with time uniform updates, input handling, and cleanup. * In shader.vert: Simple pass-through vertex shader for the quad. * In shader.frag: Implement ray marching with Mandelbulb distance estimator (power-8), normal calculation for lighting, iteration-based dynamic coloring modulated by time. 3. Key implementations: * Mandelbulb formula: Use the standard triplex power-8 iteration in spherical coordinates. * Ray marching: Loop with a maximum steps and distance threshold; compute normals via finite differences. * Rotation: Apply a rotation matrix to the view direction based on time. * Lighting: Basic Phong or Lambertian with a fixed light source. * Coloring: HSV or similar, shifting hues with time and iterations. * Add comments explaining each part, especially in the fragment shader. 4. Efficiency: Ensure shader is optimized for real-time (e.g., limit march steps to ~256, use uniforms for resolution/time). 5. Edge cases: Handle shader compilation errors, window resizing (optional), and smooth animation via SDL_GetTicks or similar. 6. Output format: Provide exactly three code blocks for the files, plus the compilation command. Use markdown code blocks with filenames. Core Requirements: 1. Language & Libraries: * Use C as the primary language. * Use the SDL2 library to create the window, handle user input (like closing the window), and manage the OpenGL context. * Use GLEW to manage modern OpenGL extensions. * Use OpenGL for rendering. 2. Rendering Technique: * The Mandelbulb must be rendered using a ray marching algorithm implemented entirely within a GLSL fragment shader. * The C application's main role is to set up a window and draw a single rectangle (two triangles) that covers the entire screen, allowing the fragment shader to run for every pixel. 3. Visuals & Animation: * Mandelbulb: Implement the distance estimator function for a standard power-8 Mandelbulb. * Rotation: The Mandelbulb should rotate automatically around the Y-axis. This should be controlled by passing a time-based uniform from the C code to the shaders. * Lighting & Shading: Implement simple lighting within the fragment shader by calculating the surface normal. This will give the fractal its 3D appearance. * Coloring: The color of the fractal should be dynamic and shift over time, similar to the "psychedelic" effect in the video. The color should be calculated based on the number of iterations and the position, modulated by a time uniform. Output Format: Provide the following three separate code blocks: 1. mandelbulb.c: The main C source file. It should handle all SDL2/OpenGL setup, the main application loop, shader compilation, and passing uniforms (like time and resolution) to the shaders. 2. shader.vert: The GLSL vertex shader. This can be a simple pass-through shader. 3. shader.frag: The GLSL fragment shader. This is where the core logic will be, including the ray marching loop, the Mandelbulb distance function, the normal calculation for lighting, and the dynamic coloring. 4. Compilation Command: Provide the gcc command needed to compile the C code, linking against SDL2, GLEW, GL, and m. Add comments to the code, especially in the fragment shader, to explain the ray marching process and the Mandelbulb formula. Ensure the code is complete and can be compiled directly.
53
73
7
647
60,622
🏴‍☠️Dave🏴‍☠️ | 🏴Darthside 🏴 retweeted
ICYMI - at Lens Fest we launched Project Jade, our @NianticSpatial real-world embodied AI experience on @Spectacles. it’s the convergence of 4 simultaneous technological breakthroughs delivering magic: AR glasses, geospatial intelligence, multi-modal gen AI, & conversational AI.
9
23
3
141
26,061
🏴‍☠️Dave🏴‍☠️ | 🏴Darthside 🏴 retweeted
What if video felt alive? What if AI could imagine video in real-time, and you could interact with it? It'd feel like magic. Odyssey-2, our next-gen interactive video model, drops this Monday at 10AM PT. Our team has put everything into this. We can't wait for you to try it ❤️
24
31
9
241
139,027