Nathaniel Redmon (@NathanielRedmon) header
Nathaniel Redmon (@NathanielRedmon) profile picture

Building Software for car enthusiasts | Full-time developer by day | https://nitter.cf/t.co/3N6xylj7b5

Utah, USA
Joined August 2025
New stuff: - Ferrari 296 GT3 (Probably my favorite on the IMSA grid) - Real-time 3d tire deformation based on carcass and slip angle - Wiper shake, glass glare, wear and tear texturing, and new rear view monitors All running real-time in a browser #threejs #gamedev #simracing
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in-case theres any confusion I just want to clarify that I did not model the 296! It is originally from VECARZ on sketchfab. I am only responsible for rigging, implementing the physics, redoing the wheels and tires, and interior electronics!
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Lots of progress - The IMSA GT3 grid implemented and tuned - Massive Suspension and Geometry improvements (reactive camber, toe, slip, better bump tuning, all lined up to the IMSA gt3 rulebook) - Better textures, graphics, lighting - Interior sound still WIP #threejs #gamedev
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The SP3 is one of the most under looked modern cars IMO. Doing some more graphics tuning this weekend. Trying to maintain that 200 fps floor. But it gets hard when you want things to look good. #gamedev #threejs
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OpenAI devday recap:
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Really happy with how this is coming together. Now you can walk around a fully furnished pit box, hop into a car, take it out, and get back out. All running in real time, with baked AO and multilayer metallic paint. #threejs #gamedev #simracing
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SOUND UP. Layered 3D audio is now in the game. The V10 sound is created entirely in code, in real time: cylinder pulses, RPM-driven harmonics and intake/exhaust layers, with HRTF positioning, distance filtering and reverb. Refining this was tough #threejs #gamedev #indiegame
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Nathaniel Redmon retweeted
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Curbs are a little harsh right now but the physics are feeling so good. Testing random features on things like Muse Spark and Mimo v2.6 Pro today. Not getting great results. Will have to try again on some others. Back to Astra... #threejs #gamedev #indiegame
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Refining suspension and contact patch systems today. Obviously this is a harsher test than what any car will actually see, but its nice to test all things at their limits to see edge cases. Lots to work on but good progress so far #threejs #gamedev #indiegame
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I have gotten a bit carried away by improving the graphics. Gold Metallic Paint on the Lamborghini Huracan GT3. Day 3 of building iRacing in the browser. #threejs #gamedev #racinggame
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Massively upgraded car models, track surface, and performance improvements all to my @threejs racing simulator. This thing is progressing at a crazy pace. The possibilities are endless with the Web technologies we have today.
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Building a @threejs powered multiplayer Porsche cup series racing game. Full physics, contact patches, slip angle, 3d curbs, all running at over 60fps in the browser. Deepseak 4.1 Flash has been my powerhouse on this. Crazy how much this model can do.
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Nathaniel Redmon retweeted
prompting claude when it makes mistakes
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Monday after Thanksgiving hitting real hard at Zillow HQ today
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A really fun use-case for Nano Banana Pro if you're a car guy. Upload an image of all your past cars that you never got to see together at once. Ask it to combine them while maintaining all important details in any location or setting you want and boom. This model is so good
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Nano Banana pro is completely broken in both the API and AI studio. Constant 503 model overloaded through the API and constant flat our failures to return any image at all through AIStudio. Removing it from Wheelblend as its way too unstable.
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Gemini 3 Pro Is live and available through AI Studio right now with the 'CONFIDENTIAL' flag being removed. Personally I'm not seeing a big difference in response output but will have to do more testing...
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