New SPARQ update loading
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New raytracing update dropping with the next @sparqworlds Steam update (today).
Many other improvements to the whole user flow, experience and realtime multiplayer (editing & playing) are also included in the update.
Will post a detailed changelog later 👌
(Before the update is after the update is before the update is after the update).+
Less than 24h ago we pushed a major update to @sparqworlds Steam Beta. Changelog is below 👇
But the craziest part is how much has already been further improved and fixed since that update. Time to prep another update I guess 🤷♂️
Full speed ahead!
SPARQ Creator Beta Week 1 - the Good, the Bad and the Ugly nitter.gq/i/broadcasts/1pKkOXakp…
And so it begins..
The first 3rd-party package will go live on @SPARQWORLDS 's package manager soon.
Crankwave - a novel car engine audio simulation that is extremely realistic and performant.
I saw a preview video of this already, will share a proper one once the author makes it public.
So fucking cool to see what can be built on top of SPARQ 🔥
Steam Keys Live - Building Games in SPARQ nitter.gq/i/broadcasts/1nGnRBVEQ…
Beta on Steam going live soon btw 👀
I asked Claude Opus 5 to 1-shot a Fall Guys-like game in @SPARQWORLDS.
Took about 6h, it's almost done. Will show it off on stream when ready 🤝
Can't wait to talk more about IRIS soon 👀
We just invented a new Global Illumination method.
IRIS: Indirect Radiance in Sparse Tiles for Low-Cost Diffuse Global Illumination
IRIS was invented by the $NEURAL team, and is - in scientific terms - essentially a real-time diffuse global illumination method built on a sparse, hashed world-space irradiance cache.
It trades unbiased accuracy for low, predictable cost and temporal stability, approximating multi-bounce light transport through stabilized previous-frame feedback rather than per-pixel path tracing.
In other words; A low-cost method for realistic bounced lighting in real-time graphics, built on a reusable lighting cache rather than per-pixel calculation.
But why does it matter?
In one sentence:
IRIS brings nice, natural-looking lighting to games and apps on hardware this was previously impossible, without the slowdowns or glitches that usually come with doing it cheaply.
The 3 key improvements are;
It makes good lighting cheap. Realistic bounced light - the way a red wall casts a soft red glow on a white floor - is normally very expensive to compute. IRIS gets a convincing version of it for a fraction of the cost, so it can run on phones, laptops, web games, and other modest hardware that usually can't afford it.
It's steady and predictable. It doesn't hiccup or cause sudden frame-rate drops. The cost stays roughly the same from frame to frame, which makes it easy to rely on. And it doesn't flicker or leak light through walls - common problems with cheap lighting tricks.
It saves the work instead of redoing it. Rather than recalculating the lighting for every pixel every frame, it stores it and reuses it. That's the main reason it's so much faster.
Below you can see we got a test scene going to find and resolve any remaining issues with IRIS.
But it's looking very nice already.
Gaming is converging to its own "TikTok" moment.
With SPARQ (our own game engine and platform) we reimagined how game creation and curation happens.
This is the first time in 20 years to actually shape a complete paradigm shift in the gaming industry.
We couldn't just make this an incremental improvement to existing solutions, it was time for game engines to be radically redesigned.
Read more about our thoughts on this in Khaleej Times below 👇
khaleejtimes.com/business/in…
Are you still building software the old way?
We are building SPARQ with a completely new approach to software development in the era of AI, read more 👇
The FPS demo mechanics we showed last week were built in less than an hour.
First of all, that's fast. But more importantly, changing it afterwards is even easier.
For most functionality in a game it's really as easy as describing it. Want different recoil? Describe it. Want the gun to shoot portals instead of bullets? Describe that too.
You focus on creating a great game.
We focus on providing the tools to do so in a fun and fast manner, in the way you want to create.
Beta Wave 1 is live inside SPARQ's closed environment, so we can iterate quickly on feedback from real users.A lot has happened the past few weeks.
Here's what's new in the engine.
macOS & Metal
Started the groundwork for bringing the engine to macOS after finding major issues with our simpler approach. The renderer is being abstracted away from Vulkan with a clean backend interface - Metal stub is in place and pipeline compilation is now platform-agnostic.
Stability & Performance
Under the hood: fixed z-fighting flickering, resolved GPU sync hazards causing missing geometry, fixed multiple memory leaks, improved texture streaming based on what's actually visible on screen, and smoothed out the editor UI. The kind of work you don't see but definitely feel.
329 commits in the past few weeks. Beta Wave 1 is about shaking things out and getting the full stack running smooth end to end.
More to share soon.














