Latest experiment: Image slider on a ribbon in Three.js, inspired by works of Corentin Bernadou
- Smooth and Infinite scrolling with Lenis
- Image-aware background gradient transitions
- Images from Unsplash
#threejs#creativecoding
@thespite@threejs Thx a lot for sharing the details. 🙇
I have been always confused when to use shadow mapping and some other form of shadow generation when doing particle simulations. Since these are instances of real geometries, I guess shadow mapping works the best for realtime graphics
Took me too long to finally get this out! Chocofur's Blender course on youtube taught me how to do architecture/interior visualization 🙌🏻 I feel like I've only grasped 50% of the tutorials though.
live demo: https://t.co/GsGqz5nw7Q
#threejs#arcViz#blender
Taking a break from all the web dev and network/distributed programming to work on rendering, game dev, or anything graphics-oriented (on the same CPU/GPU) is so refreshing.
AI is good, but when working on something from scratch, it can sometimes guide you down very wrong paths, which initially look fine.
AI is like, bro, be very clear about what you are doing, or else ur gonna get shit.
I do things my own way. 😆
Best to use it casually, and in places where u are 100% sure what not to do.
I like coding and always will.
Architecting things my own way, making mistakes and scrutinising myself for the shitty stuff that I MYSELF wrote, feels much more pleasing than feeling sorry later on for what some unknown meta creature generated for me, which can’t even correct itself, unless I give it 1:1 context on everything.
At which point it feels like writing code yourself saves more time than trying to find 1:1 context for AI.
Again I don’t hate AI. It has provided me so much help these last few months which I can’t describe in words, but one thing is clear: It’s not the answer to everything.
Submissions for the #threejsJourney 24th challenge are done!
Go check the projects (and vote if you are a member)
👉 https://t.co/QCYQ7ZnDLM
(sorry for the broken link in previous tweet)
A new day, with a new project 😉
Computed Torus Knot, inspired from https://t.co/Q8EUJI5mNW
(the book is great, but it's really hard to follow), ported to WebGPU/wGPU native.
- Procedurally generated Torus Knot Mesh/Texture, with 1M vertices
- Added GUI for debugging (Press [`] to open it)
and lots more
- (Not mobile friendly, Supporting Web and Native is more than enough for me right now 😅)
https://t.co/CQ9k0EvZlE
#webgpu #rustlang #realtimerendering
The more I learn about GPU rendering, the more I’m left in awe!!!
There’s so much research behind it, that every other step I take towards it, takes me to a whole new world!!! 🔥🥰
@FrankyHungDev I don't remember now. It's been so long. What I remember is I used Volume noise, using wind simulation in houdini and more (POP network and some custom Vex code). For particles moving along the surface tangent, something like this: https://t.co/hEtlzfTMqz
Forgot to mention. Since the website is bare minimum and it downloads ~30MB of data, it takes time to poad and page will be frozen initially. Plz give ~10s for the page to load 🙇
Update 8th Jun '25 (Sponza view)
✅ Custom Render engine
✅ Scene graphs from scratch
✅ Indirect rendering
✅ Compute shaders, Render passes
✅ Learnt tons of new stuff about GPUs in general
Online: https://t.co/uVQRL57EgQ
#rustlang#webgpu#gamedev#graphicsprogramming