Hey Twitter! First trailer for my Digging Game is finally here! ⛏️
Don't mind the small stuff this game runs on JavaScript and iGPU! 🥲
The success of my game depends on just one button: 🔄 RT
#gamedev#cozygame#threejs#indiegames#ScreenshotSaturday
Finished the main part of the infinite terrain I had in mind 🏞️
Added:
-> Tree streaming
-> Transparent character view through objects
-> Wind flow lines
-> Seamless border scaling
Project: https://t.co/3eCbR8PBwX
Repo: https://t.co/CTGXpmSsT3
#r3f #threejs #webgl #shaders #teamgrass
Working on the trees for the infinite terrain 🌳
-> Create trunk with armature
-> Create alpha planes grouped in a spherical shape
-> Transfer normals from sphere to planes
-> Add fresnel
Project: https://t.co/3eCbR8P3Hp
Repo: https://t.co/CTGXpmRV3v
#r3f #threejs #webgl #shaders #tree #blender
Lerp is used everywhere in games. It’s simple, but combined with a few small tricks it becomes incredibly powerful.
This thread is full of visual examples.
Finally got this little spider moving procedurally thanks to @threejs’s CCDIKSolver 🕷️🕸️
Next step is to make the legs terrain-aware so they can adapt their position to the ground shape. 👣
#threejs#webgl#blender#gamedev
Finally achieved this small game for @threejsJourney Christmas challenge ❄️
Combining BatchedMeshes with Vertex Animation Textures to animate all those tiny characters.🧑🎄
Huge thanks to @KayLousberg for those great assets !
#threejs#webgl#Christmas#Blender
@hxtnv44 If most assets use the same material, you should definitely try using BatchedMesh instead of instancing. It would significantly reduce draw calls and even supports per-object frustum culling.
Using Dithering to fake smooth fading transparency ✨
Also added mobile controls + a theme switcher.
P.S. Thanks for all the inspiring comments on my last post.
Merry Christmas 🎄
Project: https://t.co/3eCbR8P3Hp
Repo: https://t.co/CTGXpmRV3v
#r3f#threejs#webgl#shaders #gamedev
🎉 #bvhecctrl is officially released and open-sourced! Try it out & let me know what you think!
Demo-1: https://t.co/rEZ3A7AflD
Demo-2: https://t.co/crNVL8XYmG
Github: https://t.co/9UDRYN3NgG
#threejs#threejsJourney#webdev#gamedev#r3f#ecctrl
Finally solved all the big things needed to prove occlusion culling is viable in the @hyperfy_io engine.
All culling happens directly at render time and instantly, we've taken over the @threejs render pipeline to use our spatial hierarchy and manually issue renders, postprocessing and shadow passes with both frustum and occlusion culling.
Our pipeline now aligns much more closely to unity/unreal because we collect visible objects and issue custom instanced draws on the fly for only those objects every single frame.
This is one of the biggest issues engines on the web like three, babylon and playcanvas have and imo the reason people coming from unity/unreal don't take them seriously.
There's a lot to unpack here, maybe i'll make a thread soon.
🕹️#BVHEcctrl now supports static, kinematic, and instanced static colliders!
Instanced meshes share one BVH collider, minimizing performance impact. In testing, instanced colliders performed very similarly to regular instanced meshes.
#threejs#threejsJourney#webdev#r3f#ecctrl
Aurelia by @holtsetio
Completely procedural jellyfish, with verlet physics and fake volumetric lighting. Rendered in WebGPU and TSL.
https://t.co/wodtOvjM4p