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1.5 years after its initial release, the pmndrs/uikit project has officially reached version 1.0 🎉 1.0 comes packed with DX improvements, a new component kit, full support for vanilla @threejs and much more The amount of people and time that have shaped uikit is incredible 🤯
All in a day's work with @spawn - Got SFX setup for the Wizard's abilities. "Audio on" - Got working environment hazards - Made some performance passes "optimizing the particle systems" Tomorrow: - Adding audio to the boulder and fire pillars - Going to conduct a visual pass…
I really love the democratization of 3D graphics that Three.js enables.
This one took me almost 2 years to master, soon every Threejs dev will master it with a simple Import: Smoothed Particle Hydrodynamics Simulation, 2D and 3D, optimized with Spatial Hashing and Compute Shaders. Optimized for WebGPURenderer with complete TSL compatibility!!
Rendered in 0.1 seconds in the browser 😍 with #threejs Got SSR + SSGI + GTAO running together. Wanna learn how? Follow the 🧵👇🏻 #tsl #webgpu #creativecoding

A short demo of my game about digging — the wet surface still needs work, but I really like how it looks underground. #threejs #indiegames #indiegame #itchio
Definitely easier to maintain plain HTML, CSS and JS files than proprietary file formats 👌
In the meantime, the university also had a student project which was also based on Unreal Engine. But after the student graduated it didn't get maintained and became unusable. So I decided to build them something more easily maintainable as a web app in @threejs .
Couldn’t resist adding a Fresnel Node to the library. It’s a classic, and still one of my fav effect. For best results, use it with emissiveNode (I’ll cover this in the docs 😏).
My first public experiment with #threejs WebGPU with React Three Fiber using the new #TSL SSGI node — real-time bounced light straight in the browser! Live link: ssgi-webgpu-demo.vercel.app The whole scene weighs under 9 MB 🤯 No baked lighting, no limits. #creativecoding
Three.js Blocks is getting the fastest Fluid Simulation ever built for the Web! Powered by WebGPU texture-formats-tier2 with RGBA storage textures and read-write access (coming in Chrome 142 🚀). And it’s just one simple node you can drop anywhere in your scene or Postprocess!
An archaeologist friend of mine wished he had a certain software for 10 years. I vibecoded it for him that evening over a bottle of wine.🍷 He never even used ChatGPT before, and his mind was blown. 🤯 Link, repo, and story below.👇
というわけで、前作ったものをちょっとだけブラッシュアップしてインタラクションも追加してみました。 クリック & ホールドで変形します。 unshift.co.jp/labs/plateau-v… 当日は持ち時間が5分ですが、超ざっくりどんな感じで作ってるか説明します! #webgpu #webgl #creativecoding #threejs
PLATEAU (国土交通省が主導する日本全国の都市の3Dモデルのオープデータ化プロジェクト) が提供している3Dモデルを使ってクリエイティブコーディング作品 (※スレッド参照) を作ったら、イベントの運営の方からお声がけいただき、LT会に登壇することになりました! 2025/11/05(水)…
infinite blooming flower blooming-flower.freab.fun #threejs #webgl #gsap #r3f
Here's the cover scene from @Peter_shirley 's awesome Ray Tracing In One Weekend book. I took it a step further by adding animations to the 480 objects, plus the ability to change the shapes. Runs at 60+ fps, even on mobile! Live Demo: erichlof.github.io/THREE.js-PathT… 1/3 @threejs

What are your favorite examples of documentation out there, especially for 3d libraries? What do they do well? I'm considering updating some of my project docs & am looking for inspiration. Even the little things make a difference. #threejs #webgl #javascript



Loved this movie 🔥 Hey @claudeai build a simulation of the Tron: Ares light cycle effect in @threejs to show my appreciation!
Thank you for making Tron: Ares the #1 movie in the world. Experience it in @imax in theaters now🕺🥏 fandango.com/tronares @Disney @DisneyStudios
Volumetric light + ssr + bloom + pixelation gives Lo-fi vibes 🔥, inspired by last night. #threejs #webgpu
A while back when I was building gemini canvas, my team and I fell in love with how the model had learnt to use @threejs to make really cool 3d models and simulations. The community was such fun and creative people with great ideas on how we could make canvas better. Amazed how…
almost finished the first part of my next visual article on dithering, created with #threejs & #animejs it took much longer than expected, so i decided to split it into 3 parts (otherwise i’ll never finish this 😅) anyway, 1st part should be ready next week! here’s a snippet:
📝 New Blog Post 📝 I spent the summer diving into TSL and WebGPU, porting over my favorite shader work along the way This article compiles all my learnings, alongside many Compute Shader applications and practical TSL shader patterns blog.maximeheckel.com/posts/field-gu…

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