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IIRC the CAD exports were in the many millions of polygons, so there's substantial work in preparing the assets for the explorer. Kenan (the 3d artist I worked with) did fantastic work cleaning and optimising them. I'm somewhat jealous of hardware startups with products without quite so many parts!

It's part of the reason I'd waited so long before making this, I knew it was going to be a lot of work. There's parts that Claude was especially useful for, like perf testing, debugging and animation. But the first half of the project was done almost entirely by hand.

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I appreciate ya commenting, and let me tell ya directly that the work is great! I'm an old-head and curmudgeon - my thoughts here are about the world at large. your work here is great, please keep it up!
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Thanks!

I have complex feelings about it all too. My hope is we'll re-consider what's considered hard. As a designer who started his career after the advent of digital typesetting, some of the things I barely think about were once considered difficult.

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My feeling? I ask myself the same question as I do for for everything nowadays. Yeah this might be ai slop, but is it good ai slop? If it's good, like this, I feel good. If it's bad, I feel bad.

Human effort as a proxy for quality... that ship has sailed. And that makes me feel frustrated.

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yeah, I agree with you. I guess the part that feels disingenuous is that these kinds of projects are some-what cashing in on attention from people who still who see threejs slop as "high-effort UIs." this speaks more about me than other ppl, I'm just personally already at the point where all of this feels closer to slop rather than quality. I guess as this trend plays out, we'll all eventually feel somewhat similar on the yet-another-3d-UI-slop trend
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