Independent software developer. Building graphics runtimes, compilers, GPU experiments and games. C++, C#, Three.js, WebGPU, Vulkan/RTX.

Australia
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Just ported this to native C++/Native Cuda: Took Astra 8m (UI Not Included) Both Native and Web Browser share the same Kernal's github.com/SamG-Coder/WaterC… @grok verify please
I hit 500 followers while I was sleeping haha :) Thanks everyone... Everyone seems to be working on waves/ocean gen; Messing around with my own demo, but more around generating the world on the GPU github.com/SamG-Coder/WaterC…
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added a tornado to clearwater lol the wind drives the FFT waves around it, pulls the clouds into the vortex and lifts spray off the water all simulation and rendering in .cu with CUDA WebShader. also made it faster while adding more physics
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clearwater: 3-scale FFT ocean + a local 3D moist-flow solver for the tornado, cloud transport and spray. .cu → WGSL → WebGPU via CUDA WebShader. live demo (WebGPU, click “Start tornado”): samg-coder.github.io/clearwa… source: github.com/SamG-Coder/clearw…
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Okay, Im not worried about the decrease. Its a new day lol
That was yesterday, today is DevDay. And it's all good news. I'm surprised we've kept it all under wraps.
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I was inspired by this post to make the following - but instead everything is generated in WebGPU instead of using Textures.
'em books are procedural as fuck #geometrynodes #b3d superhivemarket.com/products…
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How come this guy doesn't have 1k + followers???
Really happy with how this is coming together. Now you can walk around a fully furnished pit box, hop into a car, take it out, and get back out. All running in real time, with baked AO and multilayer metallic paint. #threejs #gamedev #simracing
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SamG retweeted
As I was saying Rust is AMAZING if you...
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SamG retweeted
2つの液体 #Houdini
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Here's how I made this beach 👀 (Japanese translation in the replies ) 1. The prompt (ran on Opus 5.5): github.com/hajimetwi3/hajime… Effort: the first shot was on Ultracode. From the second shot on it was Max, with Max subagents too. 2. The waves in the one-shot were a bad roll (one-shots from Opus 5 / Astra / Sol on a near-identical prompt looked better). So I made ~4 AI-generated beach clips and gave them to Opus 5.5 as reference footage. → It helped. Not an instant fix though — still took many rounds of iteration afterward. Note: the reference clips aren't in the prompt above. Added mid-run. 3. The subagents were hammering the GPU — pegged at 100%, running hot, and clearly fighting each other for it — so I added a rule: only one GPU-heavy process at a time. (Also added mid-run, not in the prompt.) 4. Throwing a pile of subagents at it started to feel inefficient, so partway through I switched to (mostly) a single Opus 5.5 at Max effort + me chiming in with comments. Whenever the main agent wanted a score, I'd send the build to the "AAA panel." Note: the panel = the part at the top of the prompt that has several subagents judge whether the result qualifies as 2026 AAA-class. 5. In the polishing phase, all I did was toss rough comments at it about the waves. Examples: – "The waves have this weird jitter. Feels off." – "One thing bugging me: when whitewater forms way out, it seems to come in as one big blob that keeps the same shape and basically just slides straight onto the sand. Not sure that reads as natural. What do you think?" – "Thanks ☺ So, show it to the panel? Or if you can improve it on your own, keep going?" – "OK, have the AAA panel check it!" – "Thanks. Now go make it better." 6. The AAA panel's average score is currently sitting around 70/100. Still iterating.
Claude Code Opus5.5にリアルタイム海岸シミュレーションを作って!!と言った結果 カメラに水滴がついたり、海の中に魚が居たり、鳥が飛んでたりする👀 UltracodeとMax Three.js使用 #claude
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SamG retweeted
Every panel, wheel and piston of this concept car is generated in code with zero external assets, all in one HTML file. Built with Claude Sonnet 5.5 using Three.js.
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NPM package now live: npmjs.com/package/threejs-pa…
I promised something cool this week. Time to deliver! 🚀 Meet Three.js Particle Fluids—a WebGPU-based library for simulating fluids, rigid/soft bodies, cloth, and gases. Live demo 👉🏻 dgreenheck.github.io/threejs… Source Code 👉🏻 github.com/dgreenheck/threej… What makes PBFs so special? Because *everything* is represented as particles, you can have fluids, soft-bodies and cloth in a single scene and they all collide and interact with each other. This let's you create some really cool effects that are difficult to do with other methods: - You can squirt water at a cloth and it will push back - Cloth drapes around objects - Soft bodies can float or mix into fluids You can easily tune performance across devices by modifying particle counts. I spent quite a few hours building and researching this a few months ago but it never really reached a level of quality I was happy with releasing. Fast-forward to today, I was able to leverage Opus 5.5 to get the library to a more complete state. Excited to see what people build with this!
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I have love Chatgpt Web
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Got bend 2 running in my webshader project bend -> custom cuda runtime -> wgsl -> webgpu 102 outputs matched bend js + native cuda. recursion, closures and lists work. experimental: internal forks still sequential. samg-coder.github.io/cuda-we…
Bend 2 is here! It is a new programming language that blocks AI mistakes via *proof checking* - the same technique big AI labs used to solve open math problems, like Navier-Stokes. It is also very fast, and runs on GPUs. Watch the video. Link in the comments.
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Okay this is awesome!
I had early access to Sonnet 5.5, so I remade a version of Age of Empires that I can patch when I want instead of waiting on the devs... You can play it here: saffron-flint-kkcm.here.now/ (real multiplayer)
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I had early access to Sonnet 5.5, so I remade a version of Age of Empires that I can patch when I want instead of waiting on the devs... You can play it here: saffron-flint-kkcm.here.now/ (real multiplayer)
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SamG retweeted
We did it! 120 FPS in browser
Getting that Halo Decompile running in WASM and I heard the main menu music start playing. Nearly shit myself
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