Proud dad of 3 | Dev with a taste for chocolate || Chocolatier with a drive for coding. Pushing the limits of real-time physics & simulations in Three.js
@PromptRiot@threejs Thanks! And nice work building your own in the meantime!😄 I bet you know that feeling when it finally starts looking good and behaving more or less physically correctly too. Open-source Duckee lab v0.1 is coming this November!
From diorama to an endless desert.
My open-source @threejs sand lab is scaling up: granular flow, deformable terrain, and volumetric dust, all while targeting 60 FPS.
Spatial partitioning, adaptive LOD, and some clever hacks...
The real challenge starts now!
#threejs#WebGL
@Spectromachina@threejs Thanks for your interest! 😊 I’m planning to release v0.1 as open source this November, and I’ll share the repo link as soon as it’s ready!
@DavidBSmit@threejs The worst (and also the best🤩) thing about life these days is trying to stay focused and stick to a direction. So many possibilities, so little time 😁
Because chocolate is a Casson fluid with yield stress, it locks in the texture of every stroke instead of leveling flat. Tapped into fat crystallization kinetics so it solidifies without losing volume.
Real-time compute shaders, zero keyframes.
@threejs#threejs#gamedev
@DavidBSmit@threejs Thanks for the idea! Modelling clay turned out to be a real challenge 🟢 My liquid solver isn't ready for it yet. First I'll finish and ship v0.1, then I'll dive in. Still so much ahead: smoke, fire and a thousand more surprises :)
The solver has reached a level of physical accuracy where even new scenarios, like rain suggested by @CMON1975DOTCOM, just work out of the box. No extra calibration needed. And that's what excites me the most! #threejs
@AbdulGafir63276@threejs I’m also using it myself to create profiles for the next Duckee update, so it’s being built around real use cases too. Thanks for the support!
@AbdulGafir63276@threejs Yes, that’s the plan! 🤩 I’ve committed to releasing v0.1 this November. I want it to be useful right out of the box, not just a tech demo. A well-documented API is a big part of that, so everyone can build whatever they have in mind.
While @dangreenheck has the >1L water physics mastered with Three.js Water Pro👏, I went to the opposite extreme: sub-milliliter scales and non-Newtonian thin films. Real-time implicit thin-film solver running on GPU.
#threejs#webgpu#shaders#gamedev#creativecoding
Blood drying on a white surface (GPU time-lapsed)
As water evaporates, volume drops from 318 → 64 µL, leaving behind the 20% solid fraction. Oxidation hits 41% after 5h simulated time.
All driven by coupled transport, evaporation kinetics, and dynamic drying rheology.
@threejs
@renshiasada@dangreenheck Thanks! Explicit solvers exploded way too easily with this viscosity and surface tension step, implicit was the only way to keep it stable at 60 FPS.
Blood drying on a white surface (GPU time-lapsed)
As water evaporates, volume drops from 318 → 64 µL, leaving behind the 20% solid fraction. Oxidation hits 41% after 5h simulated time.
All driven by coupled transport, evaporation kinetics, and dynamic drying rheology.
@threejs
@gol_tiro Yes! The simulator already includes physically based drying and evaporation, so the fluid volume isn't fixed. I'll demonstrate this in my next showcase.