A wild Klipp has appeared. 📹 The camera toolkit for the web by @kvvasuu is the latest coming out of the camera initiative.
Data-oriented, composable and performant, this is built to provide custom camera solutions with familiar abstractions out of the box based on Unity’s CinemaMachine.
Check out the early release:
`npm i @pmndrs/klipp`
🧵 The latest developments 👇
@shawn03261@pmndrs At the moment, Klipp already includes an input handling system, but the only integrated piece utilizing it is PanTilt. There are plans to add OrbitFollow and the like soon.
🧪 Announcing a camera toolkit initiative!
Build your own camera abstractions from our lowl-level blocks or use our out of the box harness based on Cinemachine. This toolkit provides everything camera for you (and your agent). Crafted by @kvvasuu.
→ virtual cameras, rigs, behaviors, and controls
→ camera direction, shot composition, and lens control
→ transitions, sequencing, choreography, and effects
Built on `math` and includes framework components like R3F.
Initiative 👉 https://t.co/S6Y5Jyzj6z
Repo 👉 https://t.co/vKYLhNPjnc
Join the conversation at https://t.co/bGkz9xKTjE
🧮 Math v0.1.0 is out now! 🧮
We asked and Opus one shot... just kidding. Our resident expert @isaac_mason_ hand crafted the playful web's most optimized math engine.
→ allocation-free, monomorphic and benchmarked for speed
→ tiny and tree-shakable, only pay for what you use
→ works with webgl, webgpu, wasm or your favourite renderer
→ data-oriented design for the fastest possible code
Includes a skill for juicing up your agent. Just /math and it will produce optimized algorithms for you. This should be an easy addition to any creative dev project.
And the best part?
'npm i math'
https://t.co/abKKY9YZJZ
✨ Glyph v0.1.0 coming out party ✨
The typography engine for the web. Finally, text that looks like it came from a native app in your web pipeline.
→ gpu-first with batched drawing and incremental updates
→ bitmap, mtsdf and slug in one engine
→ correct multilingual text, shaping, bidi, cjk, ligatures, font fallback
→ paragraphs that wrap, justify, flow around shapes and 3d objects
→ one font pipeline for three.js, R3F, typegpu or your own renderer
https://t.co/vrro0Livn4
Kris and @DennisSmolek went on stage at @threejsconf to talk about pmndrs, our journey to R3F v10 and the cool new initiatives we have coming up. My good friend @KennyPirman even did us a favor by recording the talk. The slides were made with R3F v10, Koota, Glyph and Math.
It takes a lot of layers to get an impressive hero. Join us at the Advanced React Three Fiber workshop to at @threejsconf to learn these tricks at scale and much more. Space is running out!
➡️Sign up here: https://t.co/SDlelmlAKT
➡️ Learn more: https://t.co/qZBTzh2Ee3
R3F v10 has a fresh release in preview!
✧ First-class WebGPU and TSL support
✧ useFrame revamped with a new scheduler
✧ Multi-canvas out of the box
✧ Three essentials moved out of Drei directly into core
▶️ npm install @'react-three/fiber@alpha'
We are eagerly deving what the next generation of frameworks should look like from WebGPU to agentic support. Shout out your feedback.
For details check out: https://t.co/9rC4Bngz0h
And if you want to learn more first-hand join us at our Threejs conf workshop!
@OtanoStudio@pmndrs I wouldn't expect much better performance overall, but if the problems were caused by changing effect props on the fly, you'll definitely notice the difference.
React Postprocessing v3.1.0 is out now. The internals got a complete rewrite making React rerenders much faster and fixing bugs on every effect we could find. Check it out: https://t.co/BtuAbzGxzr
@bygregorr@pmndrs The problem was that changing any prop in a wrapped effect would create a new instance of the effect instead of mutating the effect's properties. Now, the effect is created once per component lifecycle, and props are set live on a stable instance.