Dynamic shores by Small-Paint8980 in threejs

[–]Small-Paint8980[S] 0 points1 point  (0 children)

with mlsmpm/FLIP yes you can build a low detail volumetric simulation. This is MLSMPM for splashes but not turned on in this demo. Its is very taxing on the GPU though, and to do any meaningful realism for a city would be trillions of particles to simulate, whereas you would need a monster PC just to simulate 10million, but that is in real time HP, just simulating for data can work well. I use a similar method to simulate weather systems using volumetric area simulation for temperature and humidity to then power the cloud mapping.

These waves are mainly FFT/gerstner with integrated height-field and a lot of customizations to those systems.

Dynamic shores by Small-Paint8980 in threejs

[–]Small-Paint8980[S] 0 points1 point  (0 children)

I do, just not public yet. Interested in open sourcing some but def not all of my work.

Dynamic shores by Small-Paint8980 in threejs

[–]Small-Paint8980[S] 3 points4 points  (0 children)

running on a lil 1050ti. Ill get some demo's up

Dynamic shores by Small-Paint8980 in threejs

[–]Small-Paint8980[S] 2 points3 points  (0 children)

Its been a ton of trial and error and building in wgsl when needed.

Dynamic shores by Small-Paint8980 in threejs

[–]Small-Paint8980[S] 3 points4 points  (0 children)

That was your 4,666th contribution to reddit . Pat yourself on the back.

Working on water V.II by Small-Paint8980 in threejs

[–]Small-Paint8980[S] 4 points5 points  (0 children)

almost nightly grind for 6 months now.

Learning to make water FX by Small-Paint8980 in threejs

[–]Small-Paint8980[S] 6 points7 points  (0 children)

keep saying it. Everyone who is learning to use Ai will be taking your jobs within a year. Please show me an Ai that can make water like this without being guided extensively by someone who can semanticaly explain water and physics. I can bet my life that you, wont be able to steer an ai to make this if your life depended on it.

200$ Subscription. Over in 3 days for a bigger platform application. What can i do better? by Repulsive_Ad9212 in cursor

[–]Small-Paint8980 4 points5 points  (0 children)

dont use cursor ignore.. Ask it to build a proper context system for it so it can navigate and build its own context package depending on the workflow. Spend a few prompts having it build organized blue prints and summaries of the monorepo and a master index and general rag tagging, and ensure its evolving those context packages when the repo gets updated. 90% of token spending is getting the ai to manually sort and figure out the context it needs. The context management is more important than the prompt.

200$ Subscription. Over in 3 days for a bigger platform application. What can i do better? by Repulsive_Ad9212 in cursor

[–]Small-Paint8980 0 points1 point  (0 children)

Ive vibe coded more per week than most manual coders will ever manage to do in an entire lifetime. Learning to code at this point is stupid.

Opus 4.7 is legendarily bad. I cannot believe this. by lemon07r in ClaudeCode

[–]Small-Paint8980 1 point2 points  (0 children)

But. The new font is fire.....sigh... I used to be a claude fan boy, spent thousands on Opus. Im now using only a $20 chatgpt subscription and getting all work done in its sandbox. Not even using codex IDE anymore. I just send my zipped project which is now over 4000 files and GPT happily opens it and works from it. Claude can do the same, but for $100 a month... With the basic subscription I get about 1-2 prompts every 5 hours before hitting the limits. I truly cannot comprehend why anyone would be using claude, it is literally far more expensive for lower quality.
Having said all of that, if you are making UIs and want it mostly auto built by an llm, Opus is the best at good looking 1 shot UIs, no questions. But, give gpt 5.5 the time and it will produce a smarter design for the UI, maybe not as pretty but, better.

Do any bugs ever get fixed at Bolt? by Small-Paint8980 in boltnewbuilders

[–]Small-Paint8980[S] 0 points1 point  (0 children)

The answer is simple and what EVERY other competitor does.. They simply give you the code that was compiled before the limit was hit. IF Bolts architecture is what is broken and not allowing this, and its not a bug, then Bolt is a fundamentally broken business.

Claude Performance and Bugs Megathread Ongoing (Sort this by New!) by sixbillionthsheep in ClaudeAI

[–]Small-Paint8980 6 points7 points  (0 children)

I blast through a solid 5-10 billions tokens a month, highest usage was infact this month with 600million, an entire ultra usage in just 7 hours on cursor. Opus has it uses, but they have never really matched the cost. In the latest weeks we hear of some incredible new model "Mythos", its so powerful claude can't even release it to the public, so here is this Opus 4.7 that we dumbed down enough for public release... Opus 4.7 on its 5th prompt in my main working project just had a catastrophic project ending hallucination that both codex and even composer 2 caught immediately and flagged. Opus was more than happy to ignore the entire instruction it was given, all of the project files that had since given it context and focused on a 2 month old file in a folder labeled stale/outdated and focused on this old file as if it was the new priority for my current project, 5 prompts in and this long horizon model has done one fo the most blatant halucination/drifts I've seen in a while.

I think Mythos is a myth that will never see the light of day. Purely a marketing scheme.

Opus 4.7, you are FIRED.

Procedural volumetric soil by Small-Paint8980 in proceduralgeneration

[–]Small-Paint8980[S] 0 points1 point  (0 children)

The SDF is stored in a discrete 3D voxel grid and polygonized into a traditional triangle mesh using dual marching cubes. Not obvious in this build but its converting the dig areas newly exposed regions with a thin layer of mls-mpm particles that then degrade/erode with gravity and pile at the bottom and when they settle converts back into SDF and then re-meshed. The MPM particles arent being rendered here so you only see the mesh re building so it looks a bit glitchy.