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joeld42

HN member
Joined
Wed, Jul 29, 2009, 7:32 PM UTC
HN karma
1,315
Public activity
476 items

About joeld42

Graphics and Game Developer

I've been working on VFX and games software for the past 20 years, shipped several console games and have a handful of film VFX credits. I'm currently a graphics engineer at Arcol, working on collaborative, browser-based software to modernize AEC.

joeld42@gmail.com

@joeld42 (twitter)

Recent public activity

  1. comment
    Comment #48631889

    Yep. I was an intern at Disney Feature Animation when GIMP first came out. It was really exciting, an alternative to Photoshop (which used to run on linux!) and our in-house painti…

  2. comment
    Comment #46222374

    Take a look at Slint or Avalonia if you miss this experience. And I'll take needing an internet connection over having to install Visual Basic from a stack of CDs.

  3. comment
    Comment #44789077

    I'm still not great at it, but the biggest thing that helped me was to give myself a rule, "Don't talk about what I'm planning, only talk about what I've done". Explaining a projec…

  4. comment
    Comment #44271836

    Some Jam Games with web builds: https://itch.io/jam/luxe/entries?ref=luxeengine.com https://ldjam.com/events/ludum-dare/56/terrarium-combinarium https://joeld42.itch.io/bridges Mor…

  5. comment
    Comment #44271704

    I've been playing with this engine for a while. I really like the engine. For me the best features are: - Scripting is really ergonomic, and fairly fast performance-wise. And if yo…

  6. comment
    Comment #44166080

    hmm, i've played around a bit with level design in the past and honestly Arcol wouldn't be that great a fit. I like Probuilder in Unity for that, I think the key to any good workfl…

  7. comment
    Comment #44166069

    yeah, great idea. Eventually we'd love to get there, supporting all stages of the AEC pipeline. But the scope is so huge we can't give it the level of design attention and polish t…

  8. comment
    Comment #44163355

    Exactly! It’s great to see that this idea resonates!

  9. comment
    Comment #44162851

    We're hoping to provide tools that let firms build whatever workflows they need. Right now, we have design options to present and compare different options and variants of scenes, …

  10. comment
    Comment #44162300

    It coexists with Revit right now, and is a good place to do feasibility and early design and get instant metrics and feedback. We think it's a lot more collaborative and design fri…

  11. comment
    Comment #44162220

    Thanks! We love to hear it!

  12. comment
    Comment #44161981

    Exactly, at this stage, the output is mainly for feasibility, presentations and communication. But we can also export models to Revit or 3D formats like GLTF to use in the next ste…

  13. comment
    Comment #44161548

    We don't need to update the scene at once, so when geometry changes we rebuild the buffer and send it over to typescript, and the three.js mesh will own the buffer. By being carefu…

  14. comment
    Comment #44161114

    haha yeah! It feels like a real pain point in the industry right now. Hopefully we can make it easier for communication between design, engineering and construction.

  15. comment
    Comment #44161082

    It is using ThreeJS for the 3D rendering, with a custom Rust geometry kernel to generate the mesh buffers to render. The editor interface is React based.

  16. comment
    Comment #44160378

    We're launching Arcol today! Check it out. Modern CAD tool, built for the browser with Rust+Typescript for high performance and an elegant UX. Check out the announce video that exp…

  17. story
  18. comment
    Comment #43039217

    The one that had the most personal influence on me was the chapter from Michael Abrash's Graphics Programming Black Book: https://www.phatcode.net/res/224/files/html/ch17/17-01.htm…

  19. comment
    Comment #42844347

    If you are looking for an existing car, there's a lot of sites selling pre-made vehicle models for pretty much anything, that's probably going to be higher quality and need less cl…

  20. comment
    Comment #42455045

    Most of the drawing work of a GUI is drawing text, shape paths, and images. A GPU-accelerated UI layer draws these using GPU commands. It's not exactly the same as making an ortho …

  21. comment
    Comment #42454848

    ImGui doesn't have "components" like a traditional toolkit. If you want a custom component you just make a regular function like: MyCustomThing::MyWidget( "name", whatever_value );…

  22. comment
    Comment #42452903

    This looks really good. It's nice to see some options like this (and slint) appearing for cross-platform desktop GUI. I'm pretty skeptical of "modern" c++ but this looks like a goo…

  23. comment
    Comment #42447195

    It's a gambling term, it means the amount you have to win to break even.

  24. comment
    Comment #41560504

    I've heard of using "Geiger counter allocators" -- custom allocators that make a small click whenever an allocation happens to get a sense of when a program is doing lots of alloca…

  25. comment
    Comment #41247828

    I like the idea but this is non-standard enough to be just as hard as making a custom format. In my experience, the best way to handle this is: 1) Use TSV (tab-separated) instead o…