Show HN: Turning a Gaussian Splat into a videogame
sev_verso [3 hidden]5 mins ago
Plays decently smooth on my M4 Max. It's probably still a long way from being a production-ready replacement for meshed environments, but I could imagine a hybrid mode where certain elements like grass and shrubbery are drawn with gaussians, perhaps with support for basic procedural animation. Great work with the playable demo!
reactordev [3 hidden]5 mins ago
For me, the biggest issue this solves is the blank canvas paralysis problem. Artists are visual thinkers and need a little nudge in the right (art) direction. This is a great way to fill that blank sheet of paper with something that they can take and run with.
yak32 [3 hidden]5 mins ago
Thanks! Yeah hybrid is a way forward, dynamic stuff is not easy
swiftcoder [3 hidden]5 mins ago
Sort of unfortunate that one ends up putting normal meshed characters that clash with the photorealistic splat environment
yak32 [3 hidden]5 mins ago
idealy it should be 4DGS but we are far away from it - real actors scan etc.. but somebody will do it later i am sure
dnnddidiej [3 hidden]5 mins ago
Probably for the best as, well, they are being pumped with lead.
poly2it [3 hidden]5 mins ago
I'm looking forward to seeing what will happen when gaussian splatting can be combined with DLSS 5. Gaussian splatting has a lot of potential in video games yet to be realised.