Not sure why but people are creating a panic situation. May be because they are in panic? May be they are experimenting something with there audience?
When there were no machines people were building things by hand. When machines were invented for the same job people started working on the machines. The work became a commodity but people adjusted.
The same will happen with AI. Before people were building code by hand. Now they will use ai to do it. Code becomes commodity.
Ai or no ai, indie or teams, people will need people, and will buy from people.
So creativity remains the only edge that makes a commodity special.
And sooner or later everything becomes a commodity.
I cancelled and then vibecoded 100% of my SaaS subscriptions
I only pay for domains, server hosting and storage and AI APIs
So the irony of being replaced myself after I replaced everything I pay for is not lost on me
I am happy I invested most of the money I made in the last 10+ years though so I have no worries financially
But obviously preferrably I keep make more money with my projects but for that we will have to adapt or make entirely new type of projects
Times of change are fun for me though, if there's no challenges life gets boring fast!
"hypnotic but not realistic"
the fluid sim based on sph.
something is still not right but getting there slowly.
right now the sim can handle ~17000 particles at >60fps. logic written in tsl threejs.
based on sph(smoothed particle hydrodynamics) now able to calculate fluid density. next is calculating density gradient. right now only gravity is acting on particles.
"launch videos shouldn't be hard"
created animationAPI with this philosophy and has come a long way. the motions are still not as polished.
what do you think can be part of this tool that can help launch better, faster
based on sph(smoothed particle hydrodynamics) now able to calculate fluid density. next is calculating density gradient. right now only gravity is acting on particles.
i was searching for some resource on creating physically accurate water (for calculating pressure for some reason) and came across sebastian lague's video on rendering fluids
now i have this weird thought of creating this in threejs using tsl (well this is why i am using threejs :P) before moving on to exact physics thingy(may be i am getting side tracked here).
and i am going to give it a try.
will share the updates here.
i was searching for some resource on creating physically accurate water (for calculating pressure for some reason) and came across sebastian lague's video on rendering fluids
now i have this weird thought of creating this in threejs using tsl (well this is why i am using threejs :P) before moving on to exact physics thingy(may be i am getting side tracked here).
and i am going to give it a try.
will share the updates here.
@WeVennStudios anything specific you want to know?
the outlines(laplacian pass) fades away as the fog (exponential) covers the objects. Sky is untouched by fog (intentionally).
attempt 2:
better than before. increased vrtex count.
9 vertex grass + perlin noise tex
for attempt 3 going to use LOD and infinite field. right now it is 200 x 200 field.
#threejs#tsl