Thanks to @mrdoob, three-gpu-pathtracer now includes a drag-and-drop viewer for binary glTF files 🚀 I've added a link to the viewer in the repo!
#threejs#webgl#raytracing
Applying dietsprite to a generated octahedral impostor to reduce overdraw, will have to test with a bunch of instances to see how much impact this has
#threejs
With WebGPU, AAA graphics on the web isn’t a dream anymore.
Devs just need native-grade tools. That’s why I’m building Three.js Plus.
Today I added GPU culling. Here 5M PBR cubes distributed in <10ms on a convex geo, running at 120fps thanks to object culling & indirect draws.
@onirenaud@MaximeHeckel I'm really impressed with your work!
My library (InstancedMesh2) performs frustum culling on the CPU, which can be accelerated using a BVH.
I was starting to study webGPU so I could migrate the library. It would be great if you could give me some advice😁
New #threejsJourney challenge means new addictive mini #webgame! 🎣
Hook a Fish! is live: catch as many fish as you can and beat your high score.
Try it out on desktop or mobile and don’t forget to share! 📸👉 https://t.co/KmAiu1W2f0
#threejs#webgl#indiegames#r3f
@DehFanBoy_@sweriko There is a significant performance gain, but you need to be careful about overdraw.
I use these impostors as LOD from high distance.
You can check this demo:
https://t.co/LiUwXEi64c
Excited to announce that I've shipped my first game! Written from the ground up in @threejs in 3 months and published on @VIVERSEofficial
Some tech stuff that I'm really proud of:
- fully custom spherical harmonics prt lighting. Giving a baked diffuse look while still allowing for dynamic objects
- Runs completely inside a WebWorker (rendering & simulation) using OffscreenCanvas
- Supports all input types: desktop, mobile, gamepad (non-trivial if your app runs in a worker!)
- No Postprocessing! No bloom - everything you see is faked via mesh based shaders for performance reasons
Huge thanks to @VIVERSEofficial who have made this possible by letting me into their Creator Program. It's not easy to make a living off gamedev on the web yet, so this is great for the ecosystem. All links below: #VIVERSE #threejs #IndieGameDev
Playing with my octahedral impostors library 🤓
There are still things to improve, should I continue?
I created a demo with a terrain 3072 x 3072 and 200k trees. It should work on mobile too!
Demo: https://t.co/LiUwXEi64c
Github ⭐️: https://t.co/WtHXk7NIxN
#threejs#webgl