Nick Klingensmith
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koujaku.bsky.social
Nick Klingensmith
@koujaku.bsky.social
XR at Qualcomm, author of http://stereokit.net, http://ferrlib.com, co-founder of Simbryo, ex: Microsoft MR, Zynga VR, Breach & Clear. he/him
Claude just makes this stuff go so fast! It's really wild,but I can go from "That's a neat idea I'd like to do!" with a (oh, no that's kinda hard) to "Oh... it's done already??".

Cleanup required, but a lot of this stuff I would not even bother attempting previously due to time commitment.
November 26, 2025 at 5:46 AM
Aaand I whipped up a markdown renderer for it too, for documentation and rendering output from LLMs!
November 26, 2025 at 4:43 AM
Naturally, it runs StereoKit :)
November 26, 2025 at 4:42 AM
PBR never gets old! New renderer has a nice way to generate custom mips, so I can actually get good IBL this time around. Also, bloom!
October 17, 2025 at 1:28 AM
This sounds familiar! I occasionally get to the higher levels of making a game, and I inevitably get struck by the idea "This is hard! I can build a tool to make this easier!" ...and then I have a neat tool but no game 😅
June 26, 2025 at 5:46 PM
So uh, always be wary of caching! And threading.
February 27, 2025 at 1:44 AM
I had a lot of different theories I chased! But ultimately it was a that the sprite aspect ratio got pre-calculated right after the image was loaded, (loading happens on a separate thread) and it would occasionally race fast enough to cache an aspect of 0/0 before the width and height got filled out
February 27, 2025 at 1:42 AM
I had a bug where, occasionally, a Sprite would be invisible! It was never the same Sprite, and it would only happen rarely. I actually never even was able to witness this bug myself, though QA had a screenshot or two of it!
February 27, 2025 at 1:42 AM
Probably shortly after Apple adds OpenXR support! 😅

But for real, I don't think I'll have the bandwidth for also maintaining a visionOS backend. If someone ever makes an OpenXR shim for visionOS, that might make the idea much more tempting!

I'd like to support SK's simulator running on Mac though.
February 27, 2025 at 1:30 AM
I've considered Quest+Link to be legacy for a long time now. It's sad to imagine what could have been, but I'm a fan of what Virtual Desktop has been doing!

Epic has MegaGrants, I've seen them be rather generous there in the past!

Unity historically holds features/platforms hostage for money.
February 10, 2025 at 9:57 PM
Even within the Unity ecosystem, Vendor SDKs aren't required, and working around them will make your app actually portable! See @openbrush.app and @mikesky.dev's work as an excellent example here.
February 10, 2025 at 7:46 PM