Got the WebGPU renderer in #threejs working to create a basic Lorenz attractor! However, it goes off the rails after about 30s, I think due to floating point inconsistencies. Suspect I need to rethink my approach, but trying to find a parallel solution is breaking my brain.
Someone asked why we don't see any popular video games being made for WebGL, and it got me thinking that I need to make a video game with webGL or webGPU.
It should be something simple so I can get it done before losing interest. It should take advantage of the platform; multiplayer, or fast casual pick up and play for example. Bonus points if it's fun to play.
I have a few projects which I've been meaning to share my progress on. I'll get to that soon. But for now, I want to share my art more regularly, so here is one I generated today.
@eljojo
Thanks José! I didn't use Processing for this, though I do use p5.js for most of my code-based artwork. You certainly could use it to make these images, though I actually used Python scripting in Blender to generate a 3D model, and these are two renders of it. A big project this week was making a 3D model viewer with #threejs that can display the compressed gltf files. Eventually I'll be able to show them on my long overdue personal website.
I've finally implemented Gaussian splat's .splat format in polyform, and in turn, added splat support to the viewer. So now you can do things like edit Gaussian splats right in the web browser. This is an example of me cropping my family out of their kitchen and making their heads twice as large.
I've been meaning to start writing up blog posts based on responses to common questions in three.js Slack/Discord/Forums, so here's a start — an introduction to image formats in used in WebGL and WebGPU applications, including WebP, AVIF, and KTX2.
The Genuary day 4 prompt is: “pixels”. I've been too busy to do something new in Flitter, so here's a short snippet of a video I made some time ago for the marvellous Bishi. Each "pixel" here is an animated butterfly/moth, they change colour on each flap of their wings. I actually did this in JavaScript with ThreeJS.
Support for AgX tone mapping (Blender 4.0's default) is available today in three.js r160 — huge thanks to @garrettkjohnson for getting this implemented, and to @troy_s for the long work of creating it and educating others.