Stephen Lake
74 commits
SL
Stephen Lake
@stephenlake
@cloudcake- Cape Town, South Africa
- cloudcake.sh
- github.com/stephenlake
- Joined October 2026
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 ✅️…
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
Dynamic Snow Coverage WIP
Covers all objects without any added materials nor shaders. Tessellation support incoming.
https://youtu.be/-TzpRgpe13w
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.
Mesh painting a blend emitting object on top of a blend receiving surface. Both receive the paint.
https://youtu.be/WI7lA8pfadg
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…
A bit rough around the edges. Mesh Blending POC.
https://youtu.be/YSVVvz3AJPA
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.
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.…
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.…
My first go at fluid simulation. It works, it's performant, but it's jelly and doesn't flow.