Honestly worth paying for, to get this visual fidelity yourself is not easy at all, it'll take you a lot of credits on codex/claude/cursor
Will I still attempt it myself for fun? Of course..
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 👇🏻
So with codex, claude, cursor, etc, the greatest flaw still hasn't changed..
We can work around it better with iterative workflows/agentic work.
The flaw is:
They'll spend a long ass time, hallucinating what a problem is with code when they really don't know, spend ages fixing it (based on hallucinations), then be further away from fixing it and have probably broken something else.
It's fine for most things, but when you're trying to do more cutting edge work, humans still rule.
Way's I've found to stop it doing this so much:
1. Tell it to find the actual concrete solution for this, backed by evidence, and tell me what the evidence is, and verify it online.
2. Add unit tests, add automated tests so it can iterate quickly.
3. Add extra logs or debug visuals to the UI/console.
It's still hard especially in games where there is no easy unit test.
@InfiniteReign88@TC_Poole Probably spent around 20hrs so far, which is nothing compared to what it used to take me for stuff like this, but getting it accurate and without flaws I keep seeing isn't that easy!
Would be cool to see yours too, even if just a screenshot
Apparently we all do three.js water shaders/sky systems now, rite?
This one is a battle though, there's still tonnes of issues but it's starting to come together
@TC_Poole Yeah it wasn't crazy easy, had to do a lot of research (which AI helped with too) and it was definitely not a one shot. But it's acheivable! I think having a solid foundation and understanding the concepts helps more than anything else
I've been reworking The Occult Arcade.
The goal was to make it feel less like a normal portfolio and more fit for purpose..
It explains, clearly what I can help with: prototypes, gameplay systems, technical consulting, interactive web experiences, and weird playable ideas for people/brands.
Also, there's a new Matrix shader in the experiments room. Of course, that was a top priority...
Go take a look, even if it's just for the eye candy, read through What I can do!
Last nights effort on water in three.js, again, not perfect, but one step at a time!
Next steps
- Better volumetric clouds
- Fix/improve underwater (it's kind of messed up now)
- Fix foam on peaks to actually look like foam
Last nights effort on water in three.js, again, not perfect, but one step at a time!
Next steps
- Better volumetric clouds
- Fix/improve underwater (it's kind of messed up now)
- Fix foam on peaks to actually look like foam