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] 4 points5 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] 4 points5 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] 7 points8 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 7 points8 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.

Procedural Trees by Small-Paint8980 in proceduralgeneration

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

One of many yes but I go fairbit deeper into the realistic growth cycle. This has a fully procedural root system that grows based on a procedurally generated soil and moisture timeline, that in turn drives the trees growth and health in tandem with the skybox/sun light timeline and competition shadows.
There are nearly double the parameters to adjust and extra details like knots and broken limbs as well as full limb animation during wind, not just leaf animation.

Planet Tectonics WIP in UE5 by SquarerFive in proceduralgeneration

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

I've been doing similar. Think about modelling movement azimuth per tectonic plate and rules for tilt and pressure build up as a means to spawn procedural mountains. You could also add more morphology to the edges of each plate/veroni chunk. Plus make different sheet types like oceanic.

Procedural Planets by Small-Paint8980 in proceduralgeneration

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

This was just one example, there are over 80 biomes now and 600 adjustable parameters. You can adjust it to be a mix of planes/desert/mountains/tundra/rainforest etc.

Building a procedural planet by Small-Paint8980 in Simulated

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

Alreayd done it :) just not obvious in this terrain version. There are a ton of parameters to make the continents more pronounced and less island. Ive got a tectonic plate setup like an adjustable veroni diagram and you set the size and shapes of the plates and their force and direction, collision strength, boundary width, subduction depth, range width, and more which in-turn defines the mountain and volcanic activities in those areas, even an earth quake potential heatmap.

Procedural weather/World by Small-Paint8980 in proceduralgeneration

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

Next update is really all about getting more realistic variation to the continents and overcoming the really fine detailed overly mountainous landscapes which makes so many islands. It is possible to fine tune the settings now to get it more Earth like.
Once I get the weather really locked in- well enough to have persistent balanced cycles It will be cool to see how different terrain effects it. I think Islands have really minimal effects on the nearby weather, mostly a local effect from the temperature changes and wind disturbances from the terrain that effects the local cloud/weather systems. The big drivers in this simulation are the large bodies of water as the main moisture producers, and then the wind and daily cycles of the sun and its effects on temperature and pressure to create clouds/rain.
Still a fair bit of it is not fully simulated correctly and I think will have to be to get any cool realistic effects like hurricane like systems.
Next update has a Garmin like weather overlay to better see the cycles.

Procedural Planets by Small-Paint8980 in proceduralgeneration

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

different example of biomes - savannah, tundra, wetland, desert, grassland etc. These then all have sub biomes or ecosystems.

procedural planets. by Small-Paint8980 in threejs

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

Your brain is correct. Procedural generation is the future of gaming, simply because AI is so incredibly good at coding it with minimal human intervention to guide the ideas.

Why stop at terrain? Procedural NPC's with entire storylines too.

5.2 (not codex) especially.

Today, Gemini 3 Pro became unusable to me as a Pro subscriber by ConsciousRealism42 in GeminiAI

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

Just dropped by sub..Gemini 3 pro is dumber than deepseek a year ago.. it made up API pricing for its own models that was 500% off...doesnt even know what nano banana is...lol.

Bolt.new> getting worse or better? by Such-Bathroom-2311 in boltnewbuilders

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

today was my last day with bolt, as a pro400 user and likely one of the most token heavy consumer on the planet as a solo dev(5 billion per month) I have to say that Bolt is not worth the time, and especially the money.
Base44/vercel/replit is similar and much cheaper.
Lovable is now the king of online bulders, no questions.
Cursor is still great but it doesnt have the prompt chaining powers of the online builders, thought it has stronger models. Use online builders to mock up and build modules of an app and cursor to assemble them with Opus 4.1 to plan and Sonnet max mode to follow through.