Stephen Lake

74 commits

SL

Stephen Lake

@stephenlake

Commit activity

74 commits in the last 30 days

longest streak 11 dayscurrent 11

4,278 XPMaximum rank (UID 0)

Today

Yesterday

- Local MCP server w offline models ✅️ - Real-time fluid simulation ✅️ - Visual Scripting (node graph) ✅️ - Auto-rigging ✅️ - Bi-ped and generic IK ✅️ - Global mesh digging ✅️ - Global mesh painting ✅️ - Global snow coverage ✅️…
Show thread

Sat, Oct 24

Currently building a bridge between Ignition editor and AI, so the user can choose what AI they want to use, or host their own models for offline use at the click of a button.

Thu, Oct 22

Tue, Oct 20

Mon, Oct 19

What I've called 'Prefill': Select an area for liquid to fill, precomputed as an added 'mode' alongside real-time simulation. Works nice aside from the rock climbing sharp edges and squared artifacts at foam.
I used to do Laravel packages on github I thought were useful, then i realized I'm a huge noob at terrible at it and stopped. The end.
I used to share small libraries too. But as a maintainer of corporate projects, I also try to reduce the amount of dependencies to prevent compatibility issues on updated. Sometimes I copied part of libraries in my project. I find it more efficient to contribute features to major…
P.S. Yes that means I moved on from fluid simulation, for now. Not because it's complete, but because I'm going insane trying to perfect it. So much regression.
Sometimes a step back is what you need for inspiration to strike again later :)
Working on mesh blending, mesh painting and mesh terraforming, which will make the concept of a 'terrain' redundant as anything has the same tooling a "terrain" does.

Sun, Oct 18

It's something at least. This is much more challenging than I thought it would be, even with the use of AI. Fluid simulates, but getting it to look like real water while keeping FPS above 300 has proven to be a challenge, so I've capped the max droplets, for now.…
Show thread

Sat, Oct 17

The game engine, being built by AI, now named 'Ignition'. Supports multi-threading by adding a single attribute to a class. The same old Unity-like code style, add 1 attribute and just like that you have a multi-threaded script.…