Skuld
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studiojaw.com
Skuld
@studiojaw.com
Indi game dev and content creator with a focus on VR, AI, and how we can make better use of these technologies.
www.studiojaw.com
October 20, 2025 at 8:40 PM
Coming soon to the VRChat Avatar Marketplace!

#vrchat
October 4, 2025 at 4:28 PM
Jelly F. Marina (Version 2) coming to the VR Chat Avatar Marketplace soon for Quest and PC!
October 2, 2025 at 2:39 AM
September 19, 2025 at 5:42 PM
A few screen shots of what is to come for V2, if you haven't seen them yet!
As you can see, not only is the same look and feel, but it's actually better as a web UI!
September 19, 2025 at 5:41 PM
September 11, 2025 at 12:46 AM
added volumetric rays in certain places in the world where there's projectors.
September 10, 2025 at 9:59 PM
Halloween party coming up!
August 23, 2025 at 6:03 PM
If people can't find the theatre from this, I don't know what to say.
August 11, 2025 at 3:09 AM
The new lounge space for Northern Lights Cafe + Theatre, rough draft.
August 10, 2025 at 3:34 PM
New world has virtual Punkin
August 9, 2025 at 6:11 PM
Something feels like black magic about this.
I imported Joken's node data to test with, and when you load the Node Mapping tab, it generates the meshes to render this insanely fast.
July 11, 2025 at 12:50 AM
AICom 2 will now support a theme color, instead of just the blue accent color AICom 1 had.

This became important to add, so I can tell the difference between which AI I was looking at. lol (Orange = Punkin, Purple = local computer (Delphi), and Joken will be light blue)
July 10, 2025 at 5:40 AM
Oh, and I also got the control texture rendering live in the Web UI:
July 9, 2025 at 6:04 AM
Also, how does it load so fast? Hopefully it's still this fast with a full world mapped out.
July 9, 2025 at 5:59 AM
Yup, raw WebGL. Was fun learning.
Now smooth sailing ahead, reconstructing the Unity UI as a Web UI for AI Com 2. And I'm almost done porting AI Com 1 to 2.
So very soon, I'll be releasing to customers a public dev build for testing.
July 9, 2025 at 5:58 AM
I guess since I got C# to render modern OpenGL, might as well tech myself WebGL in the process.

The node mapping for the new web interface needs some way to represent the nodes in the same way it was for Unity.
So yay, here's my first triangle:
(This is AICom 2's web UI)
July 6, 2025 at 4:50 PM
Have a video of the AICom Tablet Prototype playing video! (pi5 on pisplay 2)
June 26, 2025 at 3:51 AM
A performance check. Had to see how well it was working on the pi with someone just downloading a booth avatar and exported it from blender with minimal effort. The results were surprising.
June 8, 2025 at 7:21 AM
This chaotic web interface.
This is what's replacing the config screen for AICom 2, so it can be installed on small devices, allowing you to remote configure them!
June 8, 2025 at 5:33 AM
I never thought in my life I'd be good enough of a developer to write my own modern render pipeline and game Engine.

But, AICom 2 is coming along great!
Our first on screen widget is done!

But I am going to put on display stuff for the chaotic web interface.
June 8, 2025 at 5:31 AM
It looks just like the Unity UI, but better. heh. ^^;
June 7, 2025 at 2:05 AM
This is the start of the AICom 2.0 UI - It should look familiar, and probably better. More reasons why we really do not need Unity.

It's nice being able to just have this UI in a browser window and control my AI Com on my pi.
June 4, 2025 at 4:19 AM
Hardest part done! Skin meshed renderer for AICom 2 complete!
May 30, 2025 at 9:31 PM
Accidental bad apple renderer.
May 27, 2025 at 7:49 PM