We're excited to introduce a new Inventory Management widget for Project CarZ. The latest addition provides a graph-based overview of available vehicle inventory, enabling users to monitor stock levels and gain insights at a glance.
#ProductUpdate#CarZ#InventoryManagement
Project Carz just got a glow up. 📈
Sellers can now visualize all their sales in a clean, interactive 3D graph. Way easier to spot trends. Way cooler to look at.
#ProjectCarz#BuildInPublic#WebDev#SaaS#DataViz
Created an open-source mesh painter using @threejs .
You can paint Crystals 💎 molten cracks 🔥 aurora silk 🌌 glowing coral reefs 🪸
WebGPU is used. GPU-instanced pieces, animated live in shaders & real-time preview during changes.
Source code :
https://t.co/Z1KVBYFg5u
I told Grok “make an island game” and basically kept saying “make it cooler.”
No design doc. No asset pipeline plan. Just Unity vibes.
What shipped:
• playable macOS Island Explorer
• real CC0 Poly Haven trees/rocks/cliffs (not primitives)
• Crest FFT ocean + shoreline foam
• irregular hills, grounded props, FPS walk
• half-size perf pass when it got heavy
Built in Unity with Grok 4.5 and Grok Build.. again!
Demo-ready in one session.
img2threejs is back.
I’m getting ready to ship v1.3.
Highlights:
- Divine Eye: deterministic render validation before the final VLM review.
- Better geometry reconstruction for more accurate 3D shapes.
- Photo-grounded PBR materials instead of generic guesses.
- Stronger reference validation.
- Faster generation with smarter caching.
These improvements were originally planned for v2.0, but the scope kept growing, so I decided to split the release instead of making everyone wait.
Here's a demo from v1.3. I’d love your feedback:
- Does the output quality look good?
- Is there anything missing before I release v1.3?
- Any issues you notice?
If everything looks solid, I’ll publish v1.3 today ( in next 6hour )
v2.0 is still coming. I’m taking extra time to test and polish it to make sure it delivers the best quality possible.
24 hours of rainfall data, turned into a real-time particle-based rain landscape.
Every value reshapes the curtain—from a quiet drizzle to a sudden storm.
Built with Three.js + WebGL.
#threejs
Hi everyone, thank you for your applications!
We've received a lot of impressive portfolios and inspiring stories, and we're excited to review them all. Please bear with us while we carefully go through each submission. We appreciate your patience and will be in touch soon.
We're hiring at Integral Labs 🚀
Looking for:
• Full-Stack Engineers
• UI/UX Designers
• Marketing
Check out our MVP below (currently powered by dummy data while we build). If you love building from 0→1, DM us with your CV or portfolio.
#Hiring#BuildInPublic#StartupJobs
We're hiring at Integral Labs 🚀
Looking for:
• Full-Stack Engineers
• UI/UX Designers
• Marketing
Check out our MVP below (currently powered by dummy data while we build). If you love building from 0→1, DM us with your CV or portfolio.
#Hiring#BuildInPublic#StartupJobs
350 GitHub stars ⭐
Thank you so much, it genuinely means a lot to me.
What started as a small personal project to pass the time has grown into something much bigger than I ever expected.
I’m working hard on the v1.0 release, which will bring a lot of improvements, polish and new features.
Procedural Terrains will of course continue to be maintained and open source, but reaching v1.0 will also let me start focusing more on its little brother: Procedural Planets 🌍
A huge thank you to everyone who tried, shared, starred or supported the project.
And especially to @threejs for providing such an incredible technology and making projects like this possible.
Here’s a small sneak peek at the new interface coming with v1.0 👀
https://t.co/dEeEht71o6
https://t.co/MJNghhwTHm
#threejs #webgl #procedural #opensource #gamedev #indiedev #creativecoding
My #threejs Lumen Decor Studio is getting an update. Added a denoiser to the SSGI pass + better AO. I love how light bounces cascade on objects. It looks like Blender Cycles for the Browser 😍.
Everything you see is rendered in real time and loads only 6.7 MB. Rendering SSGI + AO + SSR + Denoisers + Probes. You can manipulate objects, colors, sun, and sky all in real time. No baking at all.
Live link soon.
Once you have built one 3D world, coding a new one with AI using Three.js becomes much easier. Feed the existing code to AI, ask for variation ideas, then generate a prompt and refine the result through iterations. AI is also now quite capable of working with TSL.
@techartist_ I'm loving your grass and the sea foam. And also those little details where you can see tiny particles jumping off the fountain. Pretty neat ngl!
I built an opensource fully procedural ivy & fig tree generator🌿that runs in your browser using @threejs .
Every vine, leaf, and branch is generated in real time, with no pre-made models. WebGPU renderer, GPU instancing & BVH-accelerated raycasting ...
Source code: https://t.co/bNgTRagTRC