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A developer collective building open tools for the creative space. Home of React Three Fiber, Zustand, and cutting-edge creative web tech.

Joined September 2020
Photo by Poimandres (@pmndrs)Photo by Poimandres (@pmndrs)Photo by Poimandres (@pmndrs)Photo by Poimandres (@pmndrs)Photo by Poimandres (@pmndrs)Photo by Poimandres (@pmndrs)Photo by Poimandres (@pmndrs)Photo by Poimandres (@pmndrs)
Poimandres retweeted
Sped up the RC Example PR on @threejs using the @pmndrs upscaler nearly 2X!
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Poimandres retweeted
Quick explainer for the forced perspective trick I posted yesterday, left in an example at the end that shows how you can exaggerate it - and how it can easily fuck up if you don't compose correctly #gamedev
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Poimandres retweeted
More WIP. Radiance Cascades computing world-space diffuse and specular GI for emissives and sky ambient lighting to a single bounce.
Some WIP. Fake skylight rendered with Radiance Cascades. Only direct lighting here with diffuse + specular GI to a single bounce.
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Poimandres retweeted
Zustand v5.1.0 is out! 🐻 The persist and devtools middleware have been improved. These changes shouldn't be breaking for typical use cases, but please check the changelog if you use either middleware. github.com/pmndrs/zustand/re…
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Poimandres retweeted
little timelapse global illumination x atmosphere scattering x lens flare
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Poimandres retweeted
As promised, here's the workflow behind this carnivorous plant I created the concept with GPT and used to generate the initial 3D model in Tripo using quad meshes. I extracted the mandibles from that model and added a simple armature in Blender to animate them. For the body, tongue and arm roots I used basic geometry animated with Wiggle Bones. The textures are also generated with code, using the same material as the rest of the game to achieve the cel-shaded look.
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Lantern Valley is live ✨ lanternvalley.vercel.app/ My biggest game so far. A cozy miniature adventure with over 20 hours of play across missions and side quests. Tina, a young apprentice knight, hunts the Sparks that scattered before the Night of a Thousand Lights and relights the Great Lanterns of every village. Go fishing, plant a garden, cook by the campfire, mend a boat, and sail to five islands. Made with #threejs and #WebGPU.
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Bone Animation Textures are now in InstancedMesh2 🦴 Skeletal clips are baked once into a GPU texture, and every instance plays its own clip, speed and crossfade. No per-frame CPU animation. 10,000 skinned monsters, WebGL, WebGPU. Link in the next post. #threejs #WebGPU #WebGL
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Poimandres retweeted
Been on an unintended side quest since @denisbondare shared this beautiful visual of terrain. I have been through more iterations than i would like this week but this is the terrain system i have currently landed on for Midnight Menu #indiedev #gamedev
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Poimandres retweeted
Just a goose, her babies, and a perfectly normal amount of rats. 🪿🐣🐀 A little gameplay from A Goose Tale, my latest Three.js / WebGPU game. Play it here: mike-fernandez.dev/a-goose-t… #threejs #gamedev #webgpu
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Everything old is new again
How to make your game look like a PS2/GameCube game. This is everything I learned from my sixth-gen experiment 🧵 #gamedev
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Poimandres retweeted
Trying an unpublished method that is energy stable and can handle 1px features without angular undersampling or aliasing in motion.
Fresnel reflectance. Left: U-HRC, right path-traced 4k spp
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Poimandres retweeted
Three.js r187 released 🍎 threejs.org/changelog/?r187
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Poimandres retweeted
Trying some sixth-gen console rendering style in typegpu, in hope of making a game that looks like this at some point. There's a lot of weird shit going on in these, I learned a lot on how ps2/gamecube era rendered games, apparently they were fill-rate monsters. These are a mix between twilight princess, shadow of the colossus, metal gear solid 2/3, very handwaved since I'm not trying to be console-accurate but mood-accurate for sure.
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Poimandres retweeted
I wrote a new article about a liquid effect I implemented 5 years ago. (It's been a while) Stable Fluids is used in this algorithm, and I explain how I applied it to create the liquid effect in this article. There are also small interactive demos and you can play with them! mofu-dev.com/en/blog/fluid-f…
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Poimandres retweeted
my article on global illumination, the final one for the year, is in the works another excuse to make beautiful posters using the work that will be featured in it
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Poimandres retweeted
This is silly but I turned DOOM into a font The entire game state is calculated inside the font from the sequence of letters you type
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Poimandres retweeted
Today we’re sharing an experimental release of Spark Radix, a WebGPU-powered Gaussian splat renderer built on three.js. Render and explore detailed 3D worlds directly in your browser. Available today for developers to try and test 👇
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Collective member @gsimone shares some tips and tricks for juicing up your game.
This is a guide/walkthrough on all the small game juice bits related to the spear and its recall, probably can apply to a lot of weapon-related ideas Trying to make the spear feel alive, powerful and fast while sprinkling some "character" in it with secondary motion #gamedev
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Poimandres retweeted
Replying to @pmndrs
If you’re wondering how Klipp works under the hood, here is a debug view. Each shot is defined declaratively as a virtual camera, and Klipp smoothly blends between them.
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