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New portfolio: AI, XR, Maps, Three.js, and various fussy desktop UIs. Since last one have gotten deeper and deeper into UXE territory: building Markdown editor, Google Maps concepts, Tauri-based AI dev tool, and more. Link below ⬇️
Version 1.1.0 of Three.js for Nova adds color assistant/picker support for both HEX and HSL colors!
I’ve released an extension to add @ThreeJS Completions support to the Nova editor. 👀 The coolest thing about this extension is that most of the code is automatically generated straight from the Three.js TypeScript files. 😘 blog.gingerbeardman.com/2025/10/04/thr…
blog.gingerbeardman.com
Three.js Completions Extension for Nova editor ⌘I Get Info
I’ve released an extension to add Three.js completions support to the Nova editor.
Coded with Grok A glowing stream of flowing particles forming mirrored arcs around a radiant core in 3D, rendered with Three.js, BufferGeometry, PointsMaterial, OrbitControls, and UnrealBloomPass for smooth motion, glow, and depth.
Built a Rubik’s Cube web app with three.js github.com/nishantsingh02…
Jelly Particles Environment • GPU Soft Body Simulation • Soft Body reacts to mouse input • Particles regenerate dynamically • Particles move with velocity in response to interactions Live: jelly-particles3.soweme.com #threejs #threejsJourney
~~Looks like the #threejs WebGPU renderer is finally getting first-class support for multiple canvases ~~
Slowly building the scene. Combination of deferred analytical fog, SSR and baked lighting in bolt webgl2 engine. The leaves are built with transform feedback with a custom emitter. #webgl #bolt #threejs #babylonjs
For years, we created things in game engines and export them to web! its time to pay the debt and create things on web and export them in game engines! Quick Export feature will be added next! #OpenShaderGraph #Godot #threejs
Let me introduce 🎉 OpenShaderGraph 🎉: Create shaders ONCE and use it in all game engines. Link and to help: 👇
spent two days vibing this with cursor. #threejs #vibecoding #gsap
testing the camera i think i want the game to be 3rd person most of the time, and have a rts style camera for station building and late-game fleet combat #screenshotsaturday #gamedev #threejs
Après le design, je fais maintenant des sites web en gardant une touche originale. Voilà mon nouveau portfolio. Fait avec un peu de code, beaucoup de café et du Three.js / WebGL. Tout retour est le bienvenu 👉 benjaminauger.vercel.app #WebDev #Threejs #Portfolio #CreativeCoding
ssgi + ssr + bloom on the physics/spheres demo. last time i posted this one it only ssr and bloom, but global illumination gives it something special. demo (+code) below ↓
Tried to implement a bevel modifier in Three.js and accidentally created something pretty cool. Not sure what it could become, but it definitely feels like there’s potential here.
am I just tripping, or are three.js smooth scroll sites solved, now that we have multiple canvas webgpu rendering coming in v181. using lenis and no gl-scissor jitter
🚀 #threejs r181 is going to be insane. I’ve been playing with the new Screen Space Global Illumination #TSL node before release in #r3f. The video showcases SSGI, GTAO, and TRAA post-processing effects performing magic thanks to the new #WebGPU API. Live link soon. Higher res…
New logo & tool drop! This time I made a tool to bake vertex animation textures for Threejs. I packed in some of my favorite techniques from my ongoing obsession with 3D web performance. Long story short: it’s very fast on my M1 and 4x smaller than GLB.⚡️
Made a version with SSR and only the AO from SSGI. codepen.io/mrdoob_/full/L…
It's wild that I can now do quick experiments like these in under an hour just by chatting with claude code. codepen.io/mrdoob_/full/e…
Due to popular demand I'm happy to release the full source code to the initial Powerplay prototype made in Three.js: github.com/aminere/powerp… Why go from Three.js to Unity?🧵
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