Tristam
Tristam
@trist.am
Recovering from BigTech. Procgen and 3D rendering enthusiast. Restauranteur
151 followers365 following1.3K posts
Tristam reposted
From the day job: VLMs struggle to interpret surgical video (which is presumably not well-represented in the training data). Even after fine-tuning, it seems that smaller, specialised computer vision models still outperform
1/ 🤖 Most AI conversations today assume that bigger models, more data, and more compute will eventually solve everything. Our latest research suggests surgery may be one of the clearest examples of why that assumption deserves scrutiny.
Full paper at the University of Chicago Booth: www.chicagobooth.edu/research/cen...
Tristam reposted
My erosion filter is out! Video, blog post, and shader source. It emulates erosion without simulation, so it's fast, GPU friendly, and trivial to generate in chunks. Explainer video: www.youtube.com/watch?v=r4V2... Companion blog post: blog.runevision.com/2026/03/fast... #ProcGen #vfx #GameDev
I wonder if they actually learned anything from the first go round? Because I can tell you first-hand that was a shit show from conception to cancellation...
Every time Synty sends me a survey (I picked up a few of their asset packs long ago for prototyping), I've been writing in a request for Godot-compatible asset packs, and I guess they are starting to do that now
Tristam reposted
I was today years old when I learned that scallops are (highly!) mobile. Always assumed they were stationary, like mussels clinging to rocks...
Tiny, colorful baby scallops — a total cuteness overload in one dish! You might think, “This person posts the same creature every year!” But honestly, seeing the same life return year after year is something truly wonderful𓂃🫧
Always fascinating to me when video games have really weighty physics interaction in the cutscenes/QTEs, and then the actual combat has no weight whatsoever, and all the weapon strikes just pass straight through their targets...
I actually don’t think this is entirely unworkable? Hexagon is just a 2D projection of a cube, it decomposes into 3 squares quite nicely. Of course, they are a bit squished when viewed in 2 dimensions, and they don’t form straight lines… but otherwise they pretty much act like a squares grid
This is very playable for an early access release. Some rough edges of course, but I had a good time with the first few runs - worth a look if you are into FTL/roguelite/deckbuilders
🚀 Command Deck is OUT NOW in Early Access! 🚀 Jump into the captain's seat and get ready for intense spaceship battles! Play it now on Steam 👇 store.steampowered.com/app/3084740/... #indiegame #gamedev
Let chains might be the single biggest item on my wish list since… non lexical lifetimes? It’s going to let me clean up a whole lot of code
Rust 1.88.0 has been released! ✨🎊 🦀 This release brings you let chains, naked functions, automatic Cargo cache cleaning, Cell::update, proc_macro span locations, as_chunks methods on slices, and more! Check out the blog post and release notes for all the details: blog.rust-lang.org/2025/06/26/R...