Back
S.P.H.R.
Remove all "Create" links and other Creator Tools information because many game devs advise not to build the underlying platform tools for other people while also trying to build games with them yourself
#sphr
figure out jpg artifacting messing up photogrammetry reconstructions from input footage but if you convert instead to pngs, photogrammetry aligns correctly
#sphr
stitch cubemap faces into eqs for editing, removing people, etc.
#sphr (before&after)
finish threejs vanilla virtual tour setup for building gamified tours & other apps where you need to change the images
#sphr
solve a bunch of locomotion and renderOrder bugs and get everything ready for working on content tomorrow
#sphr
finish react-three-fiber >> vanilla three.js migration & now events/interactivity wayy more stable
#sphr
throw in the towel on react-three-fiber & just treat anything that I've built with it like a first draft 🤷🏻
#sphr
better performing non-render blocking environment cube textures (left is original; right is updated on local. this took almost all week uf!)
#sphr
Build converter to bridge data captured from other cameras and phone into new game tour engine
#sphr
make new tour & process / align some data manually because perfectly symmetrical architecture 🤦🏻♂️
#sphr
test validating market for StableDiffusion themed entire virtual tours & credit #RoomAI and #InteriorAI -- but my twitter followers are mostly art people that left Twitter post-takeover, so not holding my breath 🤷🏻
#sphr