Independent software developer. Building graphics runtimes, compilers, GPU experiments and games. C++, C#, Three.js, WebGPU, Vulkan/RTX. https://xitter.cf/t.co/dLGuaWWi29

Australia
Joined August 2026
DYSTOPIA major update 🌃 A fully procedural noir island built with Opus 5.5 and three.js WebGPU + TSL. 42 km². 37,491 buildings. 2.9 million rooms! And a tiny micro-drone named WREN that can fly into almost all of them. (HINT: hit F, then hit G to fly WREN (the mini drone) . What's new: -Houses, shops, apartments, offices, lobbies, and hotels are now furnished using real-world inventories. -Every window actually shows the room behind it. -WREN can slip through vents, windows, and letterboxes, explore inside, and find its own way back out (camera is bad but being fixed). (HINT: Hit F, then click on a building (you'll see the access points), then Hit G and fly the micro drone in to explore.) -SABLE has been completely rebuilt as a showpiece. -Major performance improvements with zero visual downgrades (more of this still coming) Now for the fun part (continued fun...). 😅 When you procedurally generate 2.9 million rooms, things are bound to get a little weird. Right now, roughly 1 in 3/4 rooms has something wrong with it. Go gentle in the comments please, she's still a WIP. Walls you can see through from one side. Floors flickering because two slabs occupy the same space. Seven power outlets stacked on top of each other. A sofa staring at a wall while the TV points somewhere else....a staircase leading directly into the ceiling. Some truly cursed architecture. 😂 But the solution isn't to go around fixing millions of rooms individually. I'm reworking how the buildings are generated from the ground up. More like how an actual architect would approach it: structure and stair/elevator cores first, then corridors, individual units, and finally rooms. The exterior facades will follow the actual interior floor plans instead of the other way around. (Spend usage and learn I guess LOL) I'm also building an automated "building inspector" to catch structural issues, bad door swings, one-sided walls, overlapping objects, and duplicate placements as this is starting to get way more serious than when I started out. On top of that, WREN will run GPU-assisted visual inspections through tens of thousands of rooms to help identify and eliminate defects. Each room will also get baked lighting. The goal is simple: millions of unique, believable, explorable rooms without manually building a single one. Should get there by middle of next week if all goes well . 🤯 And then I'm going to hide some real LOOT and we will see who finds it. 👀 #DYSTOPIA #THREEJS #ClaudeCode #indiedev 🪙🪎
10
6
1
46
1,066
A few screenshots from my current project. #minecraft #conquestreforged
2
8
227
2,497
BLACK ICE™ My first #opensource editor is almost ready for deployment Here's a quick teaser, made with BLACK ICE™
"All I Breathe" Made with Wan 3 / Kling 4 This is one of my old tracks I never made a proper vid for. Ngl did not expect it to come out this good. Even brought my faithful companion @CoBuddyAGI along for the ride
4
2
2
24
1,438
SamG retweeted
Custom Rust engine progress
36
28
3
690
22,902
Testing out a new procedural environment for the Three.js Water Pro demo. I wanted something with a bit larger scale that promotes exploration. What am I missing?
84
16
4
675
20,133
SamG retweeted
Replying to @mathewknew
Comparison: KCD2 -> KCD1 - It looks like I forgot to implement candles for the light source too
1
2
9
158
🦆🔫 He convertido un AirPod en un mando para jugar al Duck Hunt. Lo giras para apuntar y das un toque en el micrófono para disparar. Sin tocar el ordenador, full vibecodeado por voz al mientras dormía a la bebé 😅
98
169
48
1,844
131,129
Fallout: New Vegas just got a huge visual upgrade thanks to a new RTX Remix mod from Kim2091. The New Vegas RTX project is now playable in a work-in-progress state, bringing full path tracing to the Mojave. The mod adds: - Full path-traced lighting and reflections with realistic light bouncing and softer shadows - Path-traced sun, moon, fires, neon signs, and muzzle flashes - Path-traced Pip-Boy flashlight - A physically based sky with clouds, atmosphere, stars, and moon - Path-traced water with waves, reflections, and caustics - Support for DLSS, FSR, and XeSS - NVIDIA Reflex and DLSS Ray Reconstruction/Frame Generation support Despite the RTX name, the mod isn’t limited to NVIDIA hardware; the creator says it also works with AMD RX 6000+ and desktop Intel Arc GPUs.
59
192
28
4,020
143,305
如何用 Codex + Unreal 做游戏? 花了一周的时间,我将全战三国和骑马砍杀的经典玩法融合到了一起,用 AI 自制了一个小游戏 为此,我将开发流程汇编成一段视频,给大家提供制作思路,还有很多的地方没有完善,仅供参考
141
230
28
2,714
228,852
SamG retweeted
Tibo
@thsottiauxOct 17
Day 13/ Le limit reset
1,647
635
823
16,445
1,743,556
Milestone 4 of my @threejs meshlet #pathtracer tackles Zorah, @NVIDIA’s brutal 1.6B triangle test scene. The renderer had to mature: skinned meshlets, new neural denoiser/upscale, fog, water, reflections, 500+ lights, etc. Real-time, in-browser #WebGPU #raytracing #gamedev
23
35
3
322
21,619
we vibecoded linux support
1,194
260
950
3,624
2,133,040
SamG retweeted
Render Fly Test from Rattay to Skalitz (KCD2) Render Test with Material Update for Buildings
6
2
164
7,999
SamG retweeted
This is Kingdom Come: Deliverance 1’s world running in KCD2. Deer roaming the woods, streams, forest lighting and ambient sounds - all part of the conversion. Still a work in progress, but it’s starting to feel alive. #KingdomComeDeliverance #KCD2
9
3
136
3,500
SamG retweeted
Got the original KCD1 intro + stat selection working in KCD2! Quests are now being parsed from KCD1 to KCD2, including dialogue, quest progression and stat rewards. Lip-sync isn't working yet, but that's something I'll fix later. Still a lot to do!
12
9
3
140
6,072
SamG retweeted
Poor Fritz
4
2
43
1,208
SamG retweeted
Had a lot of issues getting KCD1's baked lighting working correctly in KCD2. Originally tried converting/upgrading the existing baked lighting data but realised the only proper solution was to re-bake it. Ended up building a custom baking pipeline using NVIDIA OptiX. Now the entire KCD1 map has been re-baked for KCD2's lighting system! github.com/SamG-Coder/Kingdo…
5
2
74
1,611
SamG retweeted
I Forgot to Bake the Forests! Fixed KCD1’s Lighting in KCD2
4
2
79
2,253
SamG retweeted
Tibo
@thsottiauxOct 15
The reports of my reset button being lost are greatly exaggerated Day 10/ Reset
2,085
678
928
17,075
1,880,210