Today I'm releasing Spark for Unity, a Unity package that brings the Spark texture codecs to the Unity engine and it's free for projects with lifetime revenue under $100K.
https://t.co/RaUwMH90rK
I've spent the last 6 months and 200+ hours making the best looking water on the web.
Today, I'm launching Three.js Water Pro V3, the most advanced iteration yet 🚀
What's New
✅ Completely overhauled wave simulation and lighting
✅ Multiplayer-ready determinism
✅ Persistent wave-crest foam
✅ Sea spray emitters
✅ Wake generators
✅ Rain
...and much more!
Learn more 👇🏻
https://t.co/abTgRBXr5H My Colleague Thomas Poulet (who is not on twitter anymore) just released a single header library to directly use a dxgi swap chain with vulkan on windows.
@mrdoob@mourner Pure JS version is maintained here ;)
https://t.co/5A37odSOCr
(it's not particularly optimized, I'm sure it can be faster - getting close to Wasm speed should be impossible however, and the Wasm decoder bundled into JS is pretty tiny, but just in case you need JS-only option)
New 3-part #WMMA guide for AMD RDNA 4 architecture GPUs!
🧮 Fused GEMMs for deep learning acceleration.
⚡ Wide WMMA for max memory bandwidth utilization.
🔄 In-register matrix transpose techniques.
Read all three parts 👇
https://t.co/qjorOpAlC0
recommended reading. i really like the durability aspect of dynamic workflows. looked into how it's implemented, and while there are some minor footguns, it's smart!
whoever wrote this intro 3 bulletpoints in the "JSON for Classic C++" repo is a marketing genius!! knows how to properly and perfectly sell a product!!
https://t.co/nFysWGgtx0
I upgraded how the shadows look in the game, using a lesser-known technique called Light Space Perspective Shadow Maps. I also wrote a short article about using this technique on my blog!
https://t.co/kCUVmUEkcM