
head of digital technology https://nitter.cf/t.co/Sumk8owpwi \\馃 @ugcpro_ co-founder \\ making raea, the render anything engine (for anyone) @render_anything
raea.io
Joined December 2021
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Every render now says what it found, and keeps it.
A part clipping into another fails the render, however its output is piped. `raea findings` sets each render against the one before: what鈥檚 new, what鈥檚 still there, what you fixed. Your agent can鈥檛 quietly skip it.
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Same code, same pixels. Every time.
We hunted down every bit of randomness, right down to the sparks in a particle fountain. Render something twice and you get the same frames twice.
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Music can be code in raea too. Tone.js runs inside the engine with Firewheel, this way a score is just TypeScript.
Play real instruments from open sample libraries, describe one in words and TokenSynth makes it on your machine, read and write .mid. Build your own instruments.
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We cut a music video to a hyperpop track without touching a timeline.
'raea song' heard it: 185.9 BPM, the build, 3 drops, 3 stops, 10 hits, and every cut lands on them. On the first drop 546 cubes get smashed with real rigid-body physics.
Music driven video is ez-pzy.
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Blender and Godot, scripted from TypeScript.
raea/blender types @Blender whole Python API. raea/godot types every @godotengine class and runs on GodotJS. With `raea blender run` and `raea godot run`, either engine is one more step in a raea workflow.
Each half of this video was drawn by its own engine, from one shared timeline.
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Want to edit the thing yourself? Raea exports projects to @capcutapp projects and can render transparent video files for overlays.
Raea does the dirty work so you can do the real magic.
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Bevy has a huge plugin ecosystem, and now you can use it from TypeScript.
77 crates come built in: avian and rapier physics, hanabi GPU particles, 3D text, tilemaps, networking. Each one is a typed import. Any other Bevy plugin, you declare and raea generates its bindings.
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We rebuilt 143 of Bevy鈥檚 own examples in raea, and checked every one against Bevy鈥檚 picture, frame by frame.
Bloom, fog, area lights, PBR, glTF, compute shaders. If Bevy can draw it, you can now write it in TypeScript.
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DLSS this. DLSS that. DLSS on MacOS? Yes.
Raea supports DLSS even on Mac with MLX. Oh, did I mention we support ONNX, MLX, and CoreML?
raea neural mlxdlss runs it on any render. Bring your own MLX-DLSS build and weights.
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One render, and it looks like a tape you found in a drawer.
Ray-traced light, water, fire and physics, then a whole VHS deck on top: tracking errors, a photocopy negative, color that smears on the kick, the VCR's own clock in the corner.
Visual effects, color grading and finishing are just another typescript file.
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You (or your agent) can write your own GPU shaders in TypeScript now: post effects, compute shaders that build meshes, your own draw calls.
This is the Game of Life running entirely on the GPU. We seeded it with our cat. It went through all nine lives in under two seconds.
Heard of @anomalyco's rune? Write an app once in TSX and it runs as a native window and on the web.
You can also drop Rune layers into any page raea renders, and they鈥檙e drawn straight on the GPU.
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Your three.js text effects come along too.
These are lettra鈥檚 own docs figures (@joyco_studio text for three.js) rebuilt in raea. Its TSL shaders compile to WGSL through three鈥檚 own node builder: the same shaders you鈥檇 run in the browser.
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If you鈥檝e built something in React Three Fiber, you can now render it straight to video.
No browser, no screen recording, every frame exact. It works the other way too: a raea scene can drop into three.js on the web.
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HTML and CSS render a lot closer to Chrome now.
Gradient text, SVG that draws itself, cards that flip in 3D. Name any Google font and it loads; give a video a URL and it plays.
The devil is in the details, but damn it feels good to render animations at lightspeed.
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Any Android game, taken apart for ads.
`raea decompose` opens a game's APK and takes out its own characters, weapons, upgrades and props as models, sorted by kind.
One game gave us 1,144 assets. We capture real play, frame-exact, and cut the ad from both. Unity and Godot games today.
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