decompwlj, to mathematics
@decompwlj@mathstodon.xyz avatar
eyeofmidas, to threejs
@eyeofmidas@mastodon.gamedev.place avatar
rowan_m, to threejs
@rowan_m@mastodon.social avatar

Got the WebGPU renderer in 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.

Colorful swirls but then it turns into a mess.

ChristopheLeBas, to Dragonlance French
@ChristopheLeBas@vis.social avatar

👀 Today, i tried something special : playing with lidar datas from IGN (Institut national de l'information géographique et forestière) 🎚️

First of all, you can see here a standard lidar file. Nice and creepy ^^ 😨

vpicavet,
@vpicavet@mastodon.social avatar

@ChristopheLeBas You can dynamically apply an RGB image on a LIDAR data in , you can see the examples here https://giro3d.org/examples/index.html

marwi, to webxr German
@marwi@mastodon.gamedev.place avatar
donmccurdy, to threejs
@donmccurdy@fosstodon.org avatar
marwi, to webxr German
@marwi@mastodon.gamedev.place avatar

Our Bow & Arrow sample now works on Vision Pro as well and Needle Engine has transient-pointer support

https://engine.needle.tools/samples/bow-&-arrow/?overlay=samples

video/mp4

schizanon, to webdev
@schizanon@mas.to avatar

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.

marwi, to threejs German
@marwi@mastodon.gamedev.place avatar

Automatic LODs for Needle Engine v1

video/mp4

marwi, to threejs German
@marwi@mastodon.gamedev.place avatar

v0 of progressive meshes for Needle Engine

#threejs #webgl

video/mp4

Metamere, to genart
@Metamere@genart.social avatar

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.

Reverse side for previous. All mid-dots hidden, so it is in only black and white, with a sparser composition, and larger portions that are pure white or black. It is also upside down, so the constriction in the side dots is at the bottom.

Metamere,
@Metamere@genart.social avatar

@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 that can display the compressed gltf files. Eventually I'll be able to show them on my long overdue personal website.

As for how to make something like this... 1/

A recording of a webpage running locally through VS Code, showing the 3D model which was used to generate the previous images being rotated in different directions, flipped upside down, zoomed in and out, and realigned

noerihuisman, to webxr
@noerihuisman@arvr.social avatar

Playing around with finger paint without the mess.

video/mp4

EliCDavis, to threejs
@EliCDavis@mastodon.gamedev.place avatar

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.

All code in the video can be found here (a dev branch as I complete the node system):
https://github.com/EliCDavis/polyform/blob/dev/node-system/examples/crop-pointcloud/main.go#L146

video/mp4

donmccurdy, to threejs
@donmccurdy@fosstodon.org avatar

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.

https://www.donmccurdy.com/2024/02/11/web-texture-formats/

decompwlj, to math
@decompwlj@mathstodon.xyz avatar
seltzerfish, to genart
Pl4n3, to threejs German
@Pl4n3@mastodon.social avatar

Went out on the snow, built snowmen. 😀 The sculpt editor has more options now. https://pl4n3.github.io/test/webvr/sculpt160.htm

video/mp4

froyok, (edited ) to random
@froyok@mastodon.gamedev.place avatar

I finally figured out a way to do a capture of Syndicate ! YESSS ! 😍

EDIT: This is now a thread to present what a found out about the game rendering pipeline. 🧵

ameo,
@ameo@mastodon.ameo.dev avatar

@froyok I think you're right about it being a depth pre-pass.

I've seen these kinds of gradients before when analyzing WebGL shaders. I believe they come from a depth packing scheme designed to boost precision.

Little side-by-side comparison I produced during my own digging here https://cprimozic.net/blog/depth-based-fragment-culling-webgl/#threejs-implementation

jonathanhogg, to genart
@jonathanhogg@mastodon.social avatar

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.

Full video here:
https://www.youtube.com/watch?v=ly87W2FCQ4o

A mass of tiny coloured butterfly and moth shapes all aligned in concentric circles on a dark background. They repeatedly flap their wings to different colours, forming larger pictures of moths and butterflies.

Pl4n3, to threejs German
@Pl4n3@mastodon.social avatar

Currently extending the sculpt example, e.g. with colors. 😀 https://pl4n3.github.io/test/webvr/sculpt160.htm

video/mp4

stux, to react
@stux@mstdn.social avatar

Instead of a Mario remake, how about an "escape from hell" but super hard or something? :blobcatgamer:

3D game made in React and ThreeJS where the player is a skeleton that must jump over platforms to escape the level

stux, to react
@stux@mstdn.social avatar

I think I just created a Dark Souls-like frustrating Mario platfomer game :bloblaugh:

I'll add some mega creatures that will wipe players off the map with a single blow also :blobcatgiggle:

waluigi character jumping on platforms to collect coins but keeps falling into the water

stux, to react
@stux@mstdn.social avatar

w000t! Finally got 100000 items in a scene without any performance loss 💪

It's just simple boxes now but I wanted grass over a map of 2000x2000 meters :flan_laugh:

A fox with 100K boxes that represent grass or whatever

donmccurdy, to threejs
@donmccurdy@fosstodon.org avatar

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.

stux, to react
@stux@mstdn.social avatar

NPC's are getting a little more smart with each new line :flan_hacker: :bloblaugh:

Still a lot of work left but it's fun! Players can also die now if health reaches 0 or falls below

Next thing is for the player to be able to 'attack' the NPCs

A zombie and other monster now can do damage and kill the player that will respawn Also the NPCs now turn towards the player if in range

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