Making 3D easier since 2010.

Joined July 2019
Three.js r186 released 🥐 threejs.org/changelog/?r186
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i spent way too long making the vapour trails off the wings physically correct. the game doesn't fake it. every frame it works out the circulation from your actual G, speed and air density, the pressure drop in each vortex core and over the wing, and how much water condenses out of that particular air. when you pull hard, the wing carries more lift, so the vortices off the wingtips and the LEX spin harder. their cores drop in pressure, the air in them expands and cools, and once it cools past its dew point the water condenses into a cloud you can see. so it depends on where you fly: humid Key West and the Pacific trail vapour at moderate G, while in the Nellis desert only the hardest pulls show. and past ~25° AoA the LEX vortex bursts into that curly, turbulent mass. go test it out for yourself. you need to press Tab to go into 3rd person view for this though. viperoneone.com
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Your personal website is the new resume
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Massively improved sculpting speed and tools. Land can now be sculpted, smoothed, pinched, and painted in smooth 60fps at 4k. #indiedev #gamedev #threejs
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rebuilt the apple music icon transition in webgpu with threejs physical material and custom refraction node. glass mesh morphs from a circle to squircle.
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Introducing "Train of Thoughts". 🚆 TOT is my new Interactive Scene. A train that travels forever through a procedural isometric city built in real-time 3D, but with a twist. 👁️ Each carriage holds a different relationship with time: "Past", "Present", or "Future" (plus the Motorman's Cabin). Inside, every character has a small story, a thought they’re carrying on the journey. Everything is generated via code and rendered in real-time within the browser. Zero images or external assets used. At a moment when AI can solve so much of the technical work, creativity matters more than ever. The challenge for me remains the same: make something unique. 🫡 Made with gpt-astra (mostly, Sol for a few things), three.js + Anatomy. A quick demo 👇
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Today's #ThreeJS PR: High accuracy, spatio-temporal de-noised 1 ray/pixel Screen Space Reflections (SSR) re-write @ 60 FPS + coverage output. github.com/mrdoob/three.js/p…
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After a month of work, InstancedMesh2 now supports WebGPURenderer 🎉 250,000+ asteroids, WebGPU and WebGL: runtime LODs, BVH frustum culling and per-instance raycasting. Fly through the field and blast some rocks 🚀 #threejs #webgl #webgpu
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My take on Luxo Jr with @threejs, you can either watch or play.
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Still working on this... 🤓 Published 1.19 with improved light support. chromewebstore.google.com/de…
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Dreamcore liminal space /4, cliff end. made with opus 5.5 @threejs
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I've been improving the original over the weekend too. ✅ Better looking vehicles ✅ Improved traffic simulation ✅ Improved car physics and collisions ✅ Improved car engine audio synth ✅ Improved street light and trees positioning ✅ Pedestrian (not very good) car avoidance ✅ Performance improvements ✅ Less police ✅ More honking
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