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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…

ASTRODITHER. LIVE. NOW. ✨ An audio reactive @astrodotbuild / @threejs webGPU experiment with TSL, custom fluid sim, selective bloom, postprocessing, dithering, time warp and much more i don't even remember. Enjoy it, with audio clearly. 🔊 ↓↓
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.
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: 👇
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
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