Independent software developer. Building ThreeRuntime, native Vulkan/RTX experiments, games, business software and whatever else I end up messing with. C++, C#,
Been seeing how far I can push RTX in ThreeRuntime.
This time, a tennis ball lol. Hundreds of thousands of individual fibres, GPU simulated with RTX lighting.
You can even brush the felt or throw the ball around the kitchen.
Still Three.js / WebGPU → Node → C++ → Vulkan + RTX. No browser.
@coryalthoff It lifts the threshold; it allows people who understand what they want and how it should work with more time.
Which still requires identifying what to prompt. Self-loops with AI sometimes just create garbage and requires a human to identify and steer the AI
Really excited to finally release FPOM! 🥳
It's a Parallax Occlusion Mapping shader I made with the goal of having an alternative for Nanite Displacement that looks good for a fraction of the cost.
It's direction aware, meaning it follows the UVs direction even if they are scaled, flipped or rotated. It Works with Landscape, Mesh Terrain, Meshes and Decals.
Check it out on @fab! https://t.co/s6RDSAP68f
#gamedev @UnrealEngine