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Ryan Schmidt

@rms80.bsky.social

It’s Ryan from Twitter! Former Epic Games Engineering Fellow, now an intern at Gradientspace Corp (gradientspace.com). Invented Modeling Mode, Geometry Script, Autodesk Meshmixer, some other stuff. PhD in Computer Shapes. Also mastodon.gamedev.place/@rms80

1,657 Followers  |  289 Following  |  504 Posts  |  Joined: 14.09.2023  |  2.3335

Latest posts by rms80.bsky.social on Bluesky

apparently a google summer of code project...15 years ago...

12.10.2025 04:07 — 👍 4    🔁 0    💬 0    📌 0

measuring interior holes (so the image is not illustrative of the real problem - in practice the slice would be a polygon-with-holes, eg like a slice of a tube, and the goal is to measure the tube inner diameter)

11.10.2025 16:27 — 👍 2    🔁 0    💬 0    📌 0
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learned today that boost.polygon has no dependencies on the rest of boost, and it can do a 2D Voronoi diagram for line segments, which means it can be used to find the max-inscribed circle of a polygon (which is much harder than min-containing circle!). And it's quite fast, too.

11.10.2025 16:02 — 👍 19    🔁 2    💬 2    📌 0

bsky.app/profile/brun...

09.10.2025 12:09 — 👍 10    🔁 0    💬 0    📌 0
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Meet the Flummoxagon We’re excited to announce Flummoxagon, a new geometric puzzle game that might just leave you flummoxed. Imagine a mash-up of Pentominoes and Sudoku. Your goal is to fit all the pieces into the hexa…

We have finally released our new puzzle, the Flummoxagon! We've done more tweaking and playtesting on this than any other puzzle, and I think we've managed to make a unique and addictive game. It's turned into something completely different from our original idea

n-e-r-v-o-u-s.com/blog/?p=9827

08.10.2025 18:46 — 👍 33    🔁 11    💬 1    📌 1

glad to be born at a time when i got to see what life was like before the internet and will be dead before AI completely destroys humanity

08.10.2025 01:42 — 👍 7990    🔁 935    💬 169    📌 97
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New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome!

zeux.io/2025/09/30/b...

30.09.2025 17:40 — 👍 160    🔁 54    💬 1    📌 4

something shifted mechanically, eg like the head caught the edge of the layer and briefly got stuck and pushed the bed out of alignment a little bit, or one of the belts slipped, etc. given that many layers look a bit misaligned, seems like maybe something is loose…

30.09.2025 14:31 — 👍 4    🔁 0    💬 0    📌 0
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been working on a native-C# USD reader for...way too long now. My goal is only to extract the mesh data trapped in USD files. Absolutely bonkers how complicated it is to do that for even a very basic USD scene...took about a week of evenings each for A -> B -> C

27.09.2025 16:56 — 👍 15    🔁 2    💬 2    📌 1
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GitHub - lighttransport/tinyusdz: Tiny, dependency-free USDZ/USDA/USDC library written in C++14 Tiny, dependency-free USDZ/USDA/USDC library written in C++14 - lighttransport/tinyusdz

there is one dev who has written a dependency-free usd C++ library (github.com/lighttranspo...) and my hunch is that even openusd devs won't know the details as well as this person

27.09.2025 16:18 — 👍 2    🔁 0    💬 1    📌 0

For something supposedly “the new industry standard”, it’s absolutely wild how completely undocumented the USD binary and ascii file formats are. Forced to trace through template-hell C++ to reverse-engineer how it works.

27.09.2025 15:32 — 👍 19    🔁 1    💬 3    📌 0

I’m starting a new AI consulting company called It’s Not Going To Work, LLC. Here’s how it works. You give me $100,000, I tell you “It’s not going to work”(TM), you save $1M+ in wasted contracts, lots of wasted effort, and embarrassment. It’s a good deal. Try it out.

24.09.2025 18:31 — 👍 113    🔁 13    💬 9    📌 1
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been working on a .usda importer...meshes have been achieved internally...

18.09.2025 20:03 — 👍 4    🔁 0    💬 0    📌 0
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early pre-GPT LLMs were initially being researched for machine translation. It's the same technical core (transformer architecture based on text tokenization that does sequential next-word prediction).

17.09.2025 19:04 — 👍 1    🔁 0    💬 0    📌 0
man rolling rock up  hill
how it started how its going

man rolling rock up hill how it started how its going

16.09.2025 07:37 — 👍 8086    🔁 2169    💬 50    📌 96

it has been seven^W zero days since the last npm supply-chain attack

16.09.2025 00:52 — 👍 14    🔁 3    💬 1    📌 0

it’s a nodegraph programming tool I’m developing, talking to meshmixer via its existing remote-control API

13.09.2025 21:53 — 👍 2    🔁 0    💬 1    📌 0
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kinda made a nodegraph for meshmixer...

13.09.2025 21:08 — 👍 11    🔁 1    💬 2    📌 0
Me driving a white Caterham Seven race car, going wheel-to-wheel with another Caterham on the track.

Me driving a white Caterham Seven race car, going wheel-to-wheel with another Caterham on the track.

Rec Room was fun, but had to lay off a lot of folks, so I am looking for the next opportunity.

If you are looking for a senior graphics coder to solve all your rendering problems on any platform, either remote or in the Seattle area, I'd love to hear from you.

Picture is purely for attention.

04.09.2025 23:23 — 👍 96    🔁 32    💬 3    📌 0

We’re quite deep within the Singularity right now, though it’s turned out be the Singularity of Stupid (SoS), which effectively prevents the original concept of the Singularity from happening.

08.09.2025 02:20 — 👍 1965    🔁 490    💬 73    📌 38

New update to Scythe, my Source 2 Hammer inspired level editor for Unreal Engine 5!

New features below! 🧵(1/6)

08.09.2025 19:03 — 👍 99    🔁 45    💬 2    📌 3

Thanks for the pointer!

07.09.2025 04:44 — 👍 0    🔁 0    💬 0    📌 0

Addendum: written decoder and encoder in multiple languages.

06.09.2025 18:38 — 👍 1    🔁 0    💬 0    📌 0

I don’t do much with textures, animation or complex scenes myself…for mesh processing OBJ is usually enough. Have used PLY when I needed more robust custom attributes support.

05.09.2025 23:03 — 👍 1    🔁 0    💬 0    📌 0

yes, FBX can accurately represent the source geometry, including the topology of UV-islands/etc. This is critical for interchange between DCC tools. USD and OBJ also do it properly, although OBJ is limited to one UV-set.

05.09.2025 19:49 — 👍 1    🔁 0    💬 0    📌 0

it's a fine format for caching and browser rendering. It's a terrible format for storing authoritative versions of a geometric model. Which is how I see it frequently being used.

05.09.2025 18:29 — 👍 8    🔁 0    💬 3    📌 0

This lossy conversion can sometimes be reversed with geometric welding, however it's not hard to end up with mesh topology where the welding is ambiguous, and so in those cases it is completely destructive.

05.09.2025 18:29 — 👍 3    🔁 0    💬 1    📌 0

because writing a mesh out to GLTF requires you to take your beautiful well-designed mesh topology and split it up along UV seams, hard-normal edges, and so on. Just so that it is easy to read into GPU buffers later, the dumbest reason possible.

05.09.2025 18:29 — 👍 3    🔁 0    💬 1    📌 0

although I maintain that GLTF is a garbage file format that has done immense and irreparable damage to meshes everywhere, I did manage to implement a parser/importer in a few hours in C# (thanks to magic json-to-struct deserialization). So there's that...

05.09.2025 18:19 — 👍 8    🔁 0    💬 2    📌 0

use doubles ;)

03.09.2025 20:45 — 👍 1    🔁 0    💬 1    📌 0

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