gfxprogrammer's profile picture. Computer programmer by trade. Graphics focused by passion. Working on WebGL and the Chrome browser. I stand with Ukraine, Wuhan and #BlackLivesMatter

Ken Russell 🇺🇦

@gfxprogrammer

Computer programmer by trade. Graphics focused by passion. Working on WebGL and the Chrome browser. I stand with Ukraine, Wuhan and #BlackLivesMatter

Repost di Ken Russell 🇺🇦

This is three.js running on the Exosphere. 🤯 Rendering in realtime from a browser at 8K / 60fps. Here’s how Shopify just pulled it off 👇


Glad to see this case study finally published! It's a success story of bringing a highly successful, Unity-based mobile app to the web. Game (and other) developers can draw from this experience and be confident in deploying their apps to the web!

This informative use cases showcases how Google Chrome and Red Games Co. utilized WebGL to develop a web-based version of Crayola's Create and Play application. khronos.org/blog/google-an… #webgl #graphics #webgames #developers #programming



Repost di Ken Russell 🇺🇦

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…



Repost di Ken Russell 🇺🇦

Three.js r180 released 🫰 threejs.org/changelog/?r180


Repost di Ken Russell 🇺🇦

Three.js r179 released 🌟 threejs.org/changelog/?r179


Repost di Ken Russell 🇺🇦

Three.js r176 released 🎂 threejs.org/changelog/?r176


Repost di Ken Russell 🇺🇦

Manipulating joints of a large number of six-leged insects. Try tilt their house with orbit controls. Made with #threejs TSL live demo (all source code is in html of the page) -> mameson.com/experiment/gls…


Repost di Ken Russell 🇺🇦

Three.js r175 released 🗿 threejs.org/changelog/?r175


Repost di Ken Russell 🇺🇦

Released @takram/three-clouds, a Three.js and R3F implementation of geospatial volumetric clouds. It took 2 months to develop and another month to organize and document. Though might still be some hiccups and weirdness. github.com/takram-design-… npmjs.com/package/@takra…

shotamatsuda's tweet image. Released @takram/three-clouds, a Three.js and R3F implementation of geospatial volumetric clouds. It took 2 months to develop and another month to organize and document. Though might still be some hiccups and weirdness.
github.com/takram-design-…
npmjs.com/package/@takra…
shotamatsuda's tweet image. Released @takram/three-clouds, a Three.js and R3F implementation of geospatial volumetric clouds. It took 2 months to develop and another month to organize and document. Though might still be some hiccups and weirdness.
github.com/takram-design-…
npmjs.com/package/@takra…
shotamatsuda's tweet image. Released @takram/three-clouds, a Three.js and R3F implementation of geospatial volumetric clouds. It took 2 months to develop and another month to organize and document. Though might still be some hiccups and weirdness.
github.com/takram-design-…
npmjs.com/package/@takra…

Repost di Ken Russell 🇺🇦

Three.js r174 released 🦆 threejs.org/changelog/?r174


Repost di Ken Russell 🇺🇦

Experimenting with WGSL output in my GLSL/WGSL compiler. The parser does not yet accept WGSL as input, but I can still emit it from an AST of GLSL. I don't mind the language, but there are still many language restrictions with expressions I hoped would shake out with maturity.

Cody_J_Bennett's tweet image. Experimenting with WGSL output in my GLSL/WGSL compiler. The parser does not yet accept WGSL as input, but I can still emit it from an AST of GLSL. I don't mind the language, but there are still many language restrictions with expressions I hoped would shake out with maturity.

Repost di Ken Russell 🇺🇦

"Starship [332]" is now on ShaderToy with comments to explain how it works: shadertoy.com/view/l3cfW4


Repost di Ken Russell 🇺🇦

ZOZOの研究者の論文が SIGGRAPH Asia 2024 で採択! 着衣シミュレーションに関する研究成果がGithubで公開されました。 cginterest.com/2024/11/28/zoz…


Repost di Ken Russell 🇺🇦

New section in the @playcanvas docs on GPU profiling your WebGL/WebGPU applications. Relevant to all web engines, not just PlayCanvas! Check it out: developer.playcanvas.com/user-manual/op…

willeastcott's tweet image. New section in the @playcanvas docs on GPU profiling your WebGL/WebGPU applications. Relevant to all web engines, not just PlayCanvas! Check it out:
developer.playcanvas.com/user-manual/op…

Repost di Ken Russell 🇺🇦

Did you know you can enhance still scenes and screenshots with temporal antialiasing? doc.babylonjs.com/features/featu… #3D #WebDev #gamedev #indiedev #WebDevelopment #webgl #gamedevelopment #IndieDevs

babylonjs's tweet image. Did you know you can enhance still scenes and screenshots with temporal antialiasing?

doc.babylonjs.com/features/featu…

#3D #WebDev #gamedev #indiedev #WebDevelopment #webgl #gamedevelopment #IndieDevs

Repost di Ken Russell 🇺🇦

Jolt multi-threaded is crazy🤯 Stresstest using our new ECS library, @threejs BatchedMesh and Jolt Physics. 1000+ dynamic bodies, 120 fps on a low-end PC *while* recording. But try it for yourself! Demo Link + Code in the comments. #gamedev #webgamedev


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