Ken Russell ๐บ๐ฆ
@gfxprogrammer
Computer programmer by trade. Graphics focused by passion. Working on WebGL and the Chrome browser. I stand with Ukraine, Wuhan and #BlackLivesMatter
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This is three.js running on the Exosphere. ๐คฏ Rendering in realtime from a browser at 8K / 60fps. Hereโs how Shopify just pulled it off ๐
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-anโฆ #webgl #graphics #webgames #developers #programming
Made a version with SSR and only the AO from SSGI. codepen.io/mrdoob_/full/Lโฆ
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/eโฆ
Three.js r180 released ๐ซฐ threejs.org/changelog/?r180
Three.js r179 released ๐ threejs.org/changelog/?r179
Three.js r176 released ๐ threejs.org/changelog/?r176
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/glsโฆ
Three.js r175 released ๐ฟ threejs.org/changelog/?r175
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-โฆ npmjs.com/package/@takraโฆ
Three.js r174 released ๐ฆ threejs.org/changelog/?r174
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.
Three.js r173 released ๐ threejs.org/examples/ threejs.org/editor/ threejs.org/docs/ threejs.org/playground/ threejs.org/changelog/?r173
"Starship [332]" is now on ShaderToy with comments to explain how it works: shadertoy.com/view/l3cfW4
Cursor spawning particles made with @threejs TSL Live: pavelmazhuga.com/lab/magic-wandโฆ Source code: github.com/pavel-mazhuga/โฆ #genuary #web #webdevelopment #webdev #3d #webgl #webgpu #tsl #shader #threejs #generativeart #creativecoding #frontend #website #particles #compute
ZOZOใฎ็ ็ฉถ่ ใฎ่ซๆใ SIGGRAPH Asia 2024 ใงๆกๆ๏ผ ็่กฃใทใใฅใฌใผใทใงใณใซ้ขใใ็ ็ฉถๆๆใGithubใงๅ ฌ้ใใใพใใใ cginterest.com/2024/11/28/zozโฆ
Three.js r171 released ๐ตโ๐ซ threejs.org/examples/ threejs.org/editor/ threejs.org/docs/ threejs.org/playground/ threejs.org/changelog/?r171
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/opโฆ
Did you know you can enhance still scenes and screenshots with temporal antialiasing? doc.babylonjs.com/features/featuโฆ #3D #WebDev #gamedev #indiedev #WebDevelopment #webgl #gamedevelopment #IndieDevs
Three.js r170 released ๐ threejs.org/examples/ threejs.org/editor/ threejs.org/docs/ threejs.org/playground/ threejs.org/changelog/?r170
Jolt multi-threaded is crazy๐คฏ 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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