Liquid, Glass
So, like, what do I even do with this app?
I made my control groups collapsible, with a priority system. Honestly they're my favorite part of this prototype
The old viewport gizmo was faked in 2D, so I had it rewrite it in Metal and with a different projection, and now it's much better. I also added exponential decay to the orbit gesture so you can fling the camera around

Ha, cute, you can even fling the raytracer around 🤣

Also I added an expanded progress indicator

Just a normal teapot.

Hadn't tried the visionOS build, but it works too.

With a caveat.

visionOS is far more fragile to anything like 3D rendering. Saturating the GPU like this slows the compositor to a slideshow, and even got to a point where Metal was leaking out of the window into the OS and I was seeing squares of corrupted video memory in front of me until I got the equivalent to a SpringBoard crash.

Functionally, this could be a visionOS app.

Practically, no.

You can see here that the moment I invoke the raytracer, everything goes to shit on visionOS. The userspace went down right at the end of the video, where it cut
What if you could step into your Bryce scenes?

Pretty much everything I've worked on with Codex up to now has been stuff I could have built myself, within my area of expertise (or learnable), it just would have taken weeks or months.

This 3D scene app is something I never would have been able to build myself. I would have needed a team of rendering experts with domain-specific knowledge and human-years of research

I love how visionOS, uniquely, *explodes* when rendering goes wrong.

Hello [MacBook] Neo.

So now that visionOS 26 lets you spawn immersive scenes from UIKit apps, I had Codex implement me an immersive scene using Metal and CompositorServices that mirrors the in-window viewport and lets you live in your scene 😁

It's real frickin cool.

The raytracer might be off limits for visionOS, but there's a lot of interesting stuff to do in other areas

I figured why not use RealityKit for the material previews, so now they are actual spheres.

Miraculously, it all still works — the Metal viewport, the Metal immersive scene, and the RealityKit UI elements, but it's very clear the Vision Pro (M2) doesn't have much headroom to build an actual app around this stuff

The raytracer is, for now, a no-go on visionOS. It's possible I could throttle it and stay within visionOS' systemwide render budget. But it's probably worth improving the RT performance a bunch on its own first before I come back and try it here. I might run out of steam on this prototype before then.

This entire app project is still in my 'Temp' folder, where throwaway projects live šŸ˜…

This project, which runs on iPhone, iPad, Mac, and Vision Pro (with Immersive Space), is now 16.5K lines of code
I thought it was finally time to add vertex editing and subdivision. Now it's a 3D modeling tool and not just a raytracer

Some more things to show off here on this iPad mini 6!

• Longpress band gesture
• Multi-select
• Vertex editing
• Subdividing
• My 'generate a Cornell Box' button
• (And the raytracer, of course)

There is a lot of really neat stuff in this app. Still using Codex 5.3 Medium, still haven't touched a line of code myself

All of this still works great on iPhone too
The touch gestures all work on visionOS too, but on all platforms it has keyboard and mouse support for all your precise selection and modifier key needs
Boolean operations seem pretty complex, but I made a start at it
Playing a bit of musical chairs with the floating controls in the toolbars now that I'm starting to run out of space for new UI
Late night modeling on my iPad 🤪
I made sure all my interactions work right with the Logitech Muse (i.e. stylus won't orbit the viewport, will modally lock to highlighted gizmo axes, etc), so now I can do a bit of vertex editing on the Apple Vision Pro, channeling @Dreamwieber

I never really thought about it before, but multitouch is actually legit for 3D modeling tools, maybe even better than a desktop. On a Mac, you need to hold modifier keys (or buy a multi-button mouse) to do everything you want with the viewport, but on touch you can orbit, pan, zoom, and multi-select very easily. If you special-case the stylus too, like I am, it feels very powerful.

Almost all of this extends to spatial computing, though visionOS struggles a bit with two-hand gestures

The raytrace operation will now be dispatched into the background on iOS, allowing for long-running background tasks

iPadOS has never been better for rich, complex, desktop-class apps. Almost all of the old barriers and blockers are gone.

Sadly, Apple waited until most developers had run out of patience with the platform.

If this thing had Xcode, a real Xcode, it would be effectively complete

(Maybe I should vibe code Xcode, next.)
Complex scenes are kinda fun šŸ˜Ž

Even my iPhone 12 Pro Max can raytrace!

Which I guess is not all that surprising, considering the A14 chip is the same generation as the M1

That’s a whole lot of raytracing from a little iPad. Biggest render to date, at 5120x2880 — took about an hour to get to the final pass.

Crashed right at the end, so I didn’t get to take a picture of the final output 🄲

The raytracer still needs a bunch of work, but it’s more and more capable day by day

I was tired of running into raytracer resource limits, so now it uses wavefronts and a scheduler with a 4+ Kloc rewrite. Seems a lot better for complex scenes and lots of glass. All that work spent optimizing the previous renderer's performance ramp and failure recovery pays off now that the new renderer is so much more robust
Also I've switched my Codex model to GPT 5.4, OpenAI says it outperforms gpt-5.3-codex and it has over double the context window, so I figured a renderer rewrite was the right time to step up a level
I feel like I need a bunch of Apple's glass spheres on my desk to try to fine-tune my raytracer šŸ˜‚
Working on light and glass
The raytracer rewrite bears fruit ā€” it can now make it through a long-running raytrace on visionOS without bringing the userspace down. It still chokes on more-complex shaders like glass, but it's a big improvement

Retro.

@alexr

Slowly improving my glass

This 3D modeling app and the switch to the more-expensive GPT 5.4 model might finally be the thing that burns through my weekly usage budget. It's now 25K lines of code; the more-complex renderer really ballooned things a bit, but it's worth it.

I finally moved it out of my temp folder and into my projects folder, and handed it off to a fresh GPT 5.4 session with a bunch of documented context about the intricacies of the project. Hopefully that's enough to jump-start it

I gave it an easy task to start with: a 'Frame Selection'/'center camera' button. Select an object or a group of objects and reposition the camera to fit

I know how to use Photoshop, and I wish 3D tools were as easy to use as a Photoshop. So I think that's the kind of app I want to create*. Not knowing what I don't know, I'm sure to stumble across features that no self-respecting modeling tool would add, but are great for people like me. That's the beauty of cross-domain knowledge, I guess.

Anyway here's a pen tool.

(*you know, if this ever actually becomes something I would want to ship and put my name to)

Hello
Keeping all three platforms in sync (Mac, iOS, and visionOS) is important to me. If I ever were to ship something like this, it would be cross-platform from day one
I was expecting a couple-day forced vacation, but it seems like OpenAI reset everybody's usage limits to apologize for service issues yesterday so I'm back to full šŸ˜‚
Little bit of Apple Pencil shape-drawing, and support for cutouts

The Logitech Muse hardware does feel like a piece of junk. Connecting it to the headset is really flakey — you pretty much have to unpair it and re-pair it every time you want to use it, before visionOS will recognize it and account for it in passthrough, but I suspect that's Apple's bug. Together, though, it makes it feel pretty lame to use.

Anyway, my stylus-drawing code works on visionOS too

As this renderer progresses, I can work with more-and-more-complex scenes, and do longer-and-longer-running successful renders
How it started | How it's going
This is an iPad
More scenes from the app
I still don't know what the end goal is, here. I feel like I'm building foundational tech for something else, but I'm not sure what yet
Quick UI pass on buttons and controls, and an undo stack

āœˆļø If you've been curious about this 3D modeling tool, and just want to check it out yourself, I have pushed a build to TestFlight for iOS, macOS, and visionOS.

It's not a product, it doesn't have a name, it has many obvious bugs and issues that haven't had a polish pass, and it doesn't save anything to disk. It may never be something I finish; it's just a snapshot in time of the development, to play with

https://testflight.apple.com/join/qZpy4YED

@stroughtonsmith Looking good! But why polygons again, and not SDF 3D?

https://blenderartists.org/t/the-big-sdf-thread/1293075

The big SDF thread

šŸ“… Latest edits: March 8 ─ Added the Chisel SDF add-on to the SDF 3D modeling in Blender section. February 18 ─ My post in this thread containing the SDF Modeler manual is converted to a PDF that is now downloadable from the SDF Modeler product page at Itch, so that post has been removed to avoid two manuals at different locations. February 18 ─ Added the MathOPS add-on to the SDF 3D modeling in Blender section. āž” Furthermore, latest additions are marked with šŸ†• ...

Blender Artists Community
@metin because I know nothing about it

@stroughtonsmith Then leave everything you're doing right now and jump into the blissful sea of SDF. šŸ˜‰

You can read all about it in the Big SDF Thread.

@metin next app šŸ˜‰
@stroughtonsmith šŸ˜ƒšŸ‘ I'll be delighted to provide development suggestions, bug reports and demo scenes.
@stroughtonsmith I genuinely appreciate you doing this!
@stroughtonsmith amazing! Been dying to see my phone raytrace something
@simsaens said nobody ever šŸ˜‚
@stroughtonsmith @simsaens just imagine, perfectly raytraced caustics behind your Liquid Glassā„¢ļø buttons
@joe @stroughtonsmith I’d take the performance hit. I mostly just use my phone to scroll things back and forth beneath Liquid Glass ui elements

@stroughtonsmith THIS IS ALL I WANTED

Trying to relive my POV-Ray childhood

@stroughtonsmith Could you get it to write a drop-in SceneKit replacement šŸ˜‚
@jamesthomson …I could probably hand it the scenekit headers and have it recreate it in metal pretty easily…
@stroughtonsmith I have no clue (and no use case) what I would do with that app but that looks like a Maya 3D or Blender style pro tool 🤯
@stroughtonsmith This is really cool! Pretty impressive how far Codex can take this. I previously hadn’t even considered porting my hobby renderer project to iPad/iPhone, but now I’m thinking I definitely should.
@stroughtonsmith are you accidentally vibe coding yourself into a second life/Sims/game engine? :D
@stroughtonsmith what kind of standard 3D formats does it support now?
@stroughtonsmith You know you’ll have to ship this, right?
@stroughtonsmith wasn’t AI supposed to work instead of us??