Frontend & Creative Web, passionate about graphics and 3D, with 4 years of professional experience and a degree in Computer Science from the University of Pisa.
The offline second brain now has a conversational interface. Built a custom RAG pipeline using Python and a local Ollama model to navigate my @obsdmd folder tree and query my files directly. What is your go-to model for local semantic search? #LocalLLM#CreativeDev
I got tired of losing context across old projects, so I built an offline knowledge base parsing every file on my PC into an obsidian graph. Powered by Python and a local Ollama model. Working on the RAG pipeline next. #LocalLLM#PythonCoding
Showcasing the hero section from my portfolio. Built using Three.js and custom GLSL shaders, the interactive metaball effect refracts scene lighting and reacts to cursor inputs natively. What 3D rendering techniques are you experimenting with lately? #ThreeJS#GLSL
How do you perfectly blend generative geometry into physical space?
I built this audio-reactive WebAR scene using Three.js and 8th Wall. The material maps the live camera feed for real-time reflections and physical soft shadows. What is your stack for spatial dev? #ThreeJS#WebAR
Generating a 3D audio visualizer strictly with code. The rings react to sound waves, and the center sphere maps a live spectrogram. How are you handling real-time audio data in your rendering pipelines? #ThreeJS#CreativeCoding
(Better with audio on)
Recreated the NES Zapper using only a webcam and browser inference. MediaPipe tracks the hand, and a thumb-drop triggers the Three.js raycaster. Zero latency, 100% client-side. How are you handling input mapping for your WebGL projects? #ThreeJS#Game
A closer look at the multi-state explosion mechanic in Three.js. Rendering fragment repulsion, attraction, and a combined blast state with random rotation holds up even when zoomed in, paired with a library-based fullscreen glitch effect. #ThreeJS#GLSL
Built a small Three.js experiment mapping DOM text inputs directly to 3D meshes. Applied a custom gravity vector toward a central mass so the black hole pulls in and destroys the typed characters.
#ThreeJS#WebGL
Pushing point cloud performance in Three.js. I used a custom GLSL shader to render 200,000 particles as 3D spheres instead of flat points, keeping touch-scatter interactions lag-free up to 500k particles. #ThreeJS#GLSL
Just wrapped up this tarot scene. I mixed custom GLSL for the metallic cards, a WebGPU water effect on the UI, and postprocessing godrays for the glass background. #ThreeJS#WebGPU
Built a multi-state explosion mechanic in Three.js. The scene handles fragment repulsion and attraction, plus a combined state that applies random rotation and a fullscreen glitch post-processing effect. #ThreeJS#GLSL
Curious how to handle physics for dynamic text inputs? This setup maps real-time keystrokes into 3D meshes before tearing them into particle streams at the event horizon. #ThreeJs#WebGL
Added a slider to dynamically assemble a 540K particle model. Passing a uniform value into a custom vertex shader lets the GPU handle the positioning logic natively, keeping performance at ~300fps. How do you handle complex particle transitions? #ThreeJS#VertexShader#website
Pushing 540K interactive particles at ~300fps on #ThreeJs. Handling point placement and mouse reaction physics natively via a custom #GLSL shader completely bypasses the CPU bottleneck to optimize framerates. What is your approach for optimizing massive point cloud? #coding
Built a charged explosion mechanic in Three.js. The fractured object motion is fully custom, paired with a visual shockwave from a post-processing library. I also wrote a custom GLSL shader for chromatic aberration that scales intensity based on distance. #ThreeJS#GLSL
@loktar00 Now llm use what they are trained on, so react and the standard stack, I think the next gen framework will be less human friendly and more llm friendly, no one will change because no one is coding, but if a frameworks works the same but uses 50% less token everyone will change
Built a custom Three.js scene featuring a geometry fracture effect on mouse hover. The central object breaks apart to reveal a bright inner core, layered over a 3-level parallax background synced to mouse coordinates for continuous depth. #ThreeJS#Parallax
Added a dynamic weather system to my procedural voxel tree generator in Three.js. Using particle systems for snow/rain and adjusting lighting based on the environment and time of the day. #ThreeJS#CreativeCoding
Testing soft body physics and mesh deformation using Three.js and Ammo.js. Finding the exact threshold where a rigid body starts behaving like a liquid. #ThreeJS#Coding