Andrea Gargaro retweeted
Working on new examples and showcases for the InstancedMesh2 docs.
First up: a friendly robot army showing off instanced skinning + per-instance culling!
Built with @threejs. Robots by @KayLousberg.
#threejs #webgl #gamedev
Andrea Gargaro retweeted
Thanks to @mrdoob, three-gpu-pathtracer now includes a drag-and-drop viewer for binary glTF files 🚀 I've added a link to the viewer in the repo!
#threejs #webgl #raytracing
Andrea Gargaro retweeted
With WebGPU, AAA graphics on the web isn’t a dream anymore.
Devs just need native-grade tools. That’s why I’m building Three.js Plus.
Today I added GPU culling. Here 5M PBR cubes distributed in <10ms on a convex geo, running at 120fps thanks to object culling & indirect draws.
Today’s work reminded me: tossing more OSS into the void isn’t it. Too often it fades without support.
So instead, I’m putting care into how I share, bundling the code I use daily at @utsuboco into Threejs Plus: advanced, always-up-to-date WebGPU-first components.
1/4
Andrea Gargaro retweeted
I did something → samsy.ninja
Sound on & bring friends with you.
Open to new opportunities.
WebGPU @threejs
Andrea Gargaro retweeted
New #threejsJourney challenge means new addictive mini #webgame! 🎣
Hook a Fish! is live: catch as many fish as you can and beat your high score.
Try it out on desktop or mobile and don’t forget to share! 📸👉 hook-a-fish.vercel.app
#threejs #webgl #indiegames #r3f
Andrea Gargaro retweeted
Excited to announce that I've shipped my first game! Written from the ground up in @threejs in 3 months and published on @VIVERSEofficial
Some tech stuff that I'm really proud of:
- fully custom spherical harmonics prt lighting. Giving a baked diffuse look while still allowing for dynamic objects
- Runs completely inside a WebWorker (rendering & simulation) using OffscreenCanvas
- Supports all input types: desktop, mobile, gamepad (non-trivial if your app runs in a worker!)
- No Postprocessing! No bloom - everything you see is faked via mesh based shaders for performance reasons
Huge thanks to @VIVERSEofficial who have made this possible by letting me into their Creator Program. It's not easy to make a living off gamedev on the web yet, so this is great for the ecosystem. All links below: #VIVERSE #threejs #IndieGameDev
Andrea Gargaro retweeted
Octahedral imposters mentioned yesterday @agargaro_dev. In the shader, I compute the quad the sprite is in, barycentric coordinates, then intepolate between frames.
First pass, not super robust. They're alpha-tested and the blending could use work.
#threejs #gamedev
Andrea Gargaro retweeted
Disfigure doesn't modify skeletons & skins, instead it deforms the whole space. Imagine a space where each point is a matrix. Disfigure figures out these matrices and space gets entangled beyond comprehension.
Live: boytchev.github.io/disfigure…
#ThreeJS #TSL #disfigure #FMI #SU #js
Andrea Gargaro retweeted
Reimplemented Hi-Z via TEXTURE_BASE_LEVEL to avoid ping-ponging during the downsample. This is all hacked into three.js. Not perfect but finally conservative. Next is to implement two-pass occlusion culling and then hierarchical clustering with recent Meshoptimizer improvements.
Andrea Gargaro retweeted
I recently realize the InstanceMesh2 made by @agargaro_dev, and let me tell you is very good
github.com/agargaro/instance…
of course, I made this example with @tresjs_dev
Andrea Gargaro retweeted
#water #blob in #threejs with #fresnel #reflection, #envmap #refraction, smooth #specular #light and of course a tiny #hemiLight
Andrea Gargaro retweeted
Building a blazing fast ⚡ Wave Function Collapse solver for three.js
Sharing some technical notes on how I’m squeezing performance out of every frame.
(WIP 🚧 - but already interactive and ultra-fast!)
#threejs #gamedev #WFC #creativecoding
🧵1/6
Andrea Gargaro retweeted
Have we already talked about the @threejs cameo in Donkey Kong?
Andrea Gargaro retweeted
I don't know if you remember, but I showed, some times ago, a R3F project where I recreated the amazing DNA UI from @AssassinsFR 2 using #Threejs
Well today, I release it !
But there's some twists to it 😈
Please read below before trying it !
Andrea Gargaro retweeted
I added fog.
Would you play an MMO in this world?
It's crazy, but I've worked on this for 2+ years now.
Andrea Gargaro retweeted
Post fx can really change the look of a scene!
Building a gamedev course in Three.js.
#threejs #webgl
Assets by @quaternius




















