- 台湾から、今東京に住んでいる。 - ゲームを作っている。

東京 千代田区
My new toon shader - AnimeShadingPlus, has FINALLY passed the review and it's now available on #AssetStore I've researched every possible tech for anime style shading from internet, book, magazine, used-book store. And this is the final result which I think is a great starting point for ppl aiming high quality anime style character in #unity3d assetstore.unity.com/package… Features include : - A clear document (I'm super proud of this one) - flatten indirect lighting/additional lighting - ramp shading - blending between stylized lighting and PBR - fake SSS layer - face threshold map (threshold map baking tool included) - rim lighting (depth-based or fresnel based) - character-only screen space outline(with FXAA & 4 types of edge detection mode to choose) - object space outline - tone mapping made for toon material - backport the nice screen space lens flare effect from Unity 2023 to 2022/2021. -smooth normal baking option (for object space outline) - dedicated eye shader I'm excited to working next feature of it and making my new game with it! Hope you guys will like it as well :D #shader #madewithunity
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Eric Hu retweeted
As a lifelong gamer, I think deeply about how to make gaming better and more accessible for everyone across consoles, desktops, laptops, handhelds, and the developers who build the games. We power over a billion gaming devices around the world. It’s a responsibility we care deeply about. Today, five drops. 1) FSR 4.1 is coming to Radeon RX 6000 series graphics cards. Tuned and optimized from the 6900 series down to the 6400 class. For the first time, FSR 4.1 is coming to APUs. 2) All Gorgon Halo and Strix Halo for your mini desktops and mobile workstations. 3) All Gorgon and Strix Ryzen 9 for your laptops. 4) All Z2E and Z2A for your handhelds and for gamers on the go. 5) FSR 4.1 is coming to @XBOX. Optimized for @ASUS_ROG Xbox handhelds and Xbox Series X | S. We’re still building. FSR Redstone is now in more than 400 games on Radeon 9000 series graphics cards. FSR Frame Generation gets more consistent frame pacing, for smoother gameplay. Ray Regeneration is coming to more games. And soon, FSR is coming to Vulkan. Another way for developers to bring it into their games. And don’t worry, we are working hard to bring FSR to more APUs in the future. Enjoy!
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I support what Tim said. As a game developer that do graphics programming, I used to feel I had a competitive edge in the job market. That gap is being erased, but at the same time, I can achieve things I couldn't before. I'm excited about both sides of this change.
When I was writing Unreal Engine 1, my time was divided as follows: - Around 30% went to seriously deep coding on hard problems: assembly language texture mappers, C++ BSP trees, data persistence, object oriented systems design, and networking. - Around 70% was just typing and refactoring large bodies of code needed for a complete engine feature set. This was not hard, and while I was doing it my mind was mostly on the deeper coding topics, thinking and planning for what's next. It didn't feel much different from vibe coding today, except that it was just me typing code on an IBM Model M keyboard rather than prompting it and reviewing the results. So, it has always seemed perfectly logical that we would rely on AI for that 70%, once the AI could do it with a similar quality standard as we could, which has never been perfection. It came as no surprise that, after a few years of AI model evolution, it was able to take the reigns on that 70% and free up programmers' time for more valuable tasks. What's more of a surprise is the emergence of AI as a sort of insta-Carmack able to solve hard technical problems quite cleverly and often cleanly, and that it's able to reason about and work in complex 3D scenes both by operating the tools and by directly understanding the raw data files. I abandoned assembly language in 1998 when out-of-order CPUs made much simpler C/C++ code faster, and never I missed it. If prompting through architectural documents, concept art, and design plans can transcend typing code and tweaking vertices, that will enable developers to spend their time on higher-level, higher value technical and creative tasks. What matters is the end product, whether it's a game or an engine. Anything developers can do to try out more ideas and make better software and games faster is a win for everyone.
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If theres a time machine & assist from AI , maybe the XXX project we worked on won't be canceled at first place. There's many thoughts about it in my head.
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First day of using Grokbot the difference between Dots and Grokbot remind me of comparing Windows and Mac. There’s no going back.
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Eric Hu retweeted
If you need a random color (e.g. procedurally coloring objects), you should use Oklab or Oklch color space instead of RGB or HSV. RGB may span the whole spectrum, but it does not pick fairly (leaning dark/muddy). Oklab is designed to more closely map to how we perceive color
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Eric Hu retweeted
When I was writing Unreal Engine 1, my time was divided as follows: - Around 30% went to seriously deep coding on hard problems: assembly language texture mappers, C++ BSP trees, data persistence, object oriented systems design, and networking. - Around 70% was just typing and refactoring large bodies of code needed for a complete engine feature set. This was not hard, and while I was doing it my mind was mostly on the deeper coding topics, thinking and planning for what's next. It didn't feel much different from vibe coding today, except that it was just me typing code on an IBM Model M keyboard rather than prompting it and reviewing the results. So, it has always seemed perfectly logical that we would rely on AI for that 70%, once the AI could do it with a similar quality standard as we could, which has never been perfection. It came as no surprise that, after a few years of AI model evolution, it was able to take the reigns on that 70% and free up programmers' time for more valuable tasks. What's more of a surprise is the emergence of AI as a sort of insta-Carmack able to solve hard technical problems quite cleverly and often cleanly, and that it's able to reason about and work in complex 3D scenes both by operating the tools and by directly understanding the raw data files. I abandoned assembly language in 1998 when out-of-order CPUs made much simpler C/C++ code faster, and never I missed it. If prompting through architectural documents, concept art, and design plans can transcend typing code and tweaking vertices, that will enable developers to spend their time on higher-level, higher value technical and creative tasks. What matters is the end product, whether it's a game or an engine. Anything developers can do to try out more ideas and make better software and games faster is a win for everyone.
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Eric Hu retweeted
Replying to @MoralzzX
Developers who are getting value from AI should speak up. There's safety in numbers. MOST developers are doing it and loving it - and if they're not talking about it it's mostly out of fear for haters attacking them, their product, and their company.
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We are excited to share!! A NEW GAMEPLAY AND STORY TRAILER for our JRPG, Amphibian. #indiegames
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Elon has won. That’s inspirational.
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Eric Hu retweeted
Replying to @MKBHD
I’m not. Will use SpaceX cold gas thruster system with ultra high pressure air in a composite over-wrapped pressure vessel in place of the 2 rear seats.
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Eric Hu retweeted
いや、別に大したことじゃないんですけどね🙂‍↕️ 羽生結弦が2時間のアイスショーの真っ最中に、さらっと競技レベルのプログラムを滑ってるだけです。 4S、3A+2T(両手タノ)、3Lo、4T+ツイズル、4T+1Eu+3S+1Eu+3S、3A+3T 🫡 まあ、GOATにとっては通常運転ですよね😌👑
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Update of volumetric cloud - screen space godray - height profile - 2D cloud layer as Cirrus cloud on dinstanced sky
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Hobby project - Volumetric Cloud quater res, full update per 16 frames, 4 multi-scattering.
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Eric Hu retweeted
その昔、PCで『ポートピア連続殺人事件』を作った時は、自分で物語を考え、絵も描いて、プログラムもして、ひとりでゲームを作りました。そして今、AIを使えば、絵を描けなくても、プログラムしなくても、AIに指図するだけで、ひとりで、そこそこのゲームを作れてしまいます。ホントびっくりです。ちなみに下のゲームの制作時間は、ほんの30分ほどでしたよ。あ、ブーストするボタンは押さないように。 claude.ai/artifact/HgsUQQywV…
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Bread day in Tokyo
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Eric Hu retweeted
We’re excited to announce our collaboration with @nvidia on OpenUSD! Today, we're releasing the Unity USD Toolkit, purpose-built for industrial teams in manufacturing, robotics, and simulation to bring OpenUSD workflows into Unity. The toolkit includes a prototype NVIDIA Omniverse Kit extension for exploring live scene-transform sync between Unity and NVIDIA Isaac Sim. 🔗 Learn more and get started: on.unity.com/UnityUSDToolkit
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Eric Hu retweeted
Last week I got Opus 5.5 and GPT-6 Astra to separately build me a 3D game engine in C++ from ONE prompt - a short markdown doc with some basic requirements. Opus 5.5 worked for 36 HOURS STRAIGHT and produced not just a fully functional 3D game engine, but TWO great quality games to go along with it. Astra worked for 1.5 hours and produced a basic starting point. Not sure why it stopped, but the basic engine was there. No idea what the code looks like (yet) - keen to do a code review and find out. This is one of the games that Opus 5.5 built in the "Basalt" engine, as it called it. This is my reaction to seeing it for the first time.
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🚀 本日公開! カプコンの最新データ表現・シリアライズ基盤ライブラリ「RE:Dox」を #OSS として公開しました! RE ENGINEをさらに進化させる #REX プロジェクトの基盤技術のひとつを本日からどなたでもご利用いただけます! 🌝 ぜひ触ってみてください! リポジトリのリンクはリプライ欄に
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