Making 3D easier since 2010.

Three.js retweeted
For everyone complaining that this is slow, I ran the prompt 'make it faster, without losing quality', and voila:
Fable has solved 3D worldbuilding... utterly insane. This is all completely custom-built ThreeJs, running in the browser.
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Three.js retweeted
snek must eat
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Three.js retweeted
So I gave Fable 5 the watchmaker benchmark: a full Swiss lever movement in Three.js. Real gear ratios (18,000 bph), working escapement, breathing hairspring — and the hands tell actual time. It verified its own work with vision, in a loop, until done. ⌚
Fable has done AGI-level job on on the Boeing 747 benchmark... it's almost scary 👀
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Three.js retweeted
Fable has done AGI-level job on on the Boeing 747 benchmark... it's almost scary 👀
wow… 6 months later, Opus 4.8 nails the boeing747-using-THREEJS-primitives benchmark. Single prompt (in ultracode effort): Built the geometry and a rig to screenshot the result from 9 angles, ran a critic per angle, debugged itself (a crash, then a wing-sweep bug that floated the engines), looped 7× to this result in 25 minutes🤯
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Three.js retweeted
really cool that #claude code workflow allows you to basically make an editor for any prototype game/world in #threejs - just ask it exactly that 🧵
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Three.js retweeted
Made this authentic camera postFX for @threejs Comes with digital / analog switch and can be adjusted to your liking. github page below #threejs #tsl #webgpu
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anyone hella cracked on clouds and wanna point me in the right direction? 😭 tried a few volumetric versions but wasnt really performant + aesthetics not what i was looking for.. currently instanced cel shaded lo-poly clouds with dither/stippling #threejs #gamedev #indiedev
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Short making-of for how I did the cars in the Eastern European diorama with simple #threejs 3d primitives. (though I did add one custom shape: an extruded trapezoid for the cabin 🙂)
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Three.js retweeted
rome.mrdoob.com/ shipped 15 years and still works just fine. #webgl
PSA for game devs, next year Apple is removing support for intel x86/x64 apps, which means if you don't update your game/app they'll stop working in MacOS 28.
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Three.js retweeted
Claude Fable 5 (max), Minecraft in HTML test Really, really good result, it even added background music I don’t know the exact cost, but it was around $30
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I 3D scanned my stump and my ax and my wood and recorded my ax motions and splitting sounds and made it into a super satisfying firewood splitting simulator (vibecoded with Antigravity/Claude in threejs)
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🚀 I'm launching r3f-webgpu-perf today! "npm i r3f-webgpu-perf" One thing I missed while working with WebGPU in React Three Fiber was a performance monitor similar to r3f-perf. The existing tool is fantastic, but it doesn’t support the WebGPU renderer yet. So I decided to build one. ✅ Supports both WebGL and WebGPU ✅ Modern and customizable UI ✅ Lightweight and easy to integrate ✅ Built specifically for React Three Fiber My goal is to turn r3f-webgpu-perf into more than just a metrics dashboard. I want it to become a learning tool that provides real-time optimization suggestions based on the techniques I’ve developed while building hundreds of interactive 3D projects over the last two decades. A vanilla Three.js version is also planned. If you’re building with Three.js, React Three Fiber, or WebGPU, I’d love for you to try it and share your feedback. ⭐ GitHub: github.com/ektogamat/r3f-web… 📦 NPM: npmjs.com/package/r3f-webgpu… Every GitHub star helps make the tool better for the entire community. #threejs #creativecoding #webgpu #r3f
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Three.js retweeted
Optimization can be tricky. Here’s how to go from drawing a few hundred trees to virtually unlimited in Three.js, step by step. This will be high level, but not so much that you can’t fill in the details. #threejs
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