Making 3D easier since 2010.

Three.js retweeted
decided to turn my demo into a quick game prototype, so I recreated the ocean floor procedurally 🪸 the HUD was just a couple of prompts on @omma_ai, and it's synced to the game logic, what feature should I add next? #threejs #webgpu #gamedev
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Most online tools only optimize file size, but they're still reinflated in memory. This tool will optimize your GLTF/GLB assets and export to GPU-compressed KTX2, entirely client-side. Try it here: gltf-optimizer.simondev.io #threejs #gamedev
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The weather system is pretty much dialed in! 🎯 Narrowed it down to three sliders - Coverage - Precipitation - Cloud Type (thin stratus -> fluffy cumulus -> towering cumulonimbus) Coverage + Cloud Type work together to determine character of the clouds, while Precipitation is a separate layer in the weather map that overrides coverage and cloud type to produce the towering, dark clouds.
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Three.js retweeted
Brb, going for a little sunset cruise 🌅
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Learning TSL. #threejs Spectrum Field. A little procedural generated sound & spectrum waves thingy I did in WebGPU & TSL last weekend. Live (sound on): dasprinzip.com/tinker/day37/ Code: github.com/prinzipiell/tsl #indiedev #creativecoding #shaders #webgpu
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Three.js retweeted
Made a city generator using procedural buildings and materials/textures using TSL only. github.com/mrdoob/three.js/p…
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Shapes Over Pixels - FX for Video Demo & Source Code: codepen.io/sabosugi/full/Byp… #threejs #webgl #video #fx
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Three.js retweeted
In 2010 we created helloflower for the original iPad. Sixteen years later, with the help of Claude, we bring it back to life. A full WebGL port of the original Unity 3.5 project to TypeScript + #threejs. Play on itch: helloenjoy.itch.io/helloflow… Code: github.com/C4RL05/helloflowe…
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Three.js retweeted
Final one-shot prompt I did before the Fable interruption: "build me a cool simulation thing that lets me demo the various forms of FTL travel from both famous works of fiction and scientific speculation. it should be graphically compelling & interesting." superluminal-ftl.netlify.app…
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🥳 Ecctrl 2.0 is officially released! 🎮A physics-driven controller toolkit for R3F + Rapier. Demo: ecctrl.app GitHub: github.com/pmndrs/ecctrl npm: npmjs.com/package/ecctrl #threejs #threejsJourney #webdev #gamedev #r3f #reactthreefiber #rapier #ecctrl #opensource
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Three.js retweeted
Rhythm Marble Run A playful experiment in physics-driven music. #threejs #beatsync
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Six years later this is still one of my favorite outline effects especially for hard surface models like CAD & architecture. And now it works with three.js' WebGPURenderer thanks to a contribution from "cmhhelgeson" on Github!
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Three.js retweeted
I may have overcooked... #threejs #tsl #webgpu
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moving shader controls inside the CRT's ui. built with threejs / webgpu
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what if No Man's Sky's planets simulated real tectonic plates instead of perlin noise? I've been experimenting that in three.js, the continents clump together and features like mountain ranges and trenches form on their own sneak peek you can also use this for fantasy map generation lol
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Three.js retweeted
Before Fable went down, I was able to add a few updates: - Motion blur - Health/Mana potions - Kamikaze Chicken 💥 - Mobile version I'll put it on hold, praying it comes back soon 🙏
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Three.js retweeted
Indoor scene using my three.js SSR denoiser Glossy reflections in real time has always been a hard challenge. Here, it's using a recurrent denoiser and a special temporal reprojection pass with hit point reprojection. Publishing soon, just need to clean it up for a PR 👀
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