@jensimmons.bsky.social Any way we could get EXT_float_blend back in WebGL 2? It seems that it was shipped in iOS Safari in 2021 but dropped in version 16 and later. It's a pretty critical graphics & compute feature for those of us that can not rely on WebGPU yet.
Brian Breiholz
@brianbreiholz.bsky.social
Web & Game Dev | building Animagica - the Animation Blueprint Editor for three.js & the Web Find older Posts on: https://x.com/BrianBreiholz
Sufficiently advanced magic. #threejs #blender #IndieGameDev
I took the Jolt physics car controller by @jrouwe.bsky.social for a ride on my terrain. This was a while ago, but quite the fun experiment :) #threejs #gamedev #IndieGameDev
Didn't get to crosspost this one yet (50mb file limit on here 😬) Dynamic terrain chunks generated at runtime using meshoptimizer with lockborders modifier (no cracks between chunks) The wireframe won't look as satisfying, but generating and rendering is super fast! #threejs #gamedev #IndieGameDev
I implemented Homeworld 2 style sky meshes using baked vertex colors in @threejs.org. Reduces VRAM usage from 200mb (2k x 4k UASTC GPU compressed) to a lowly 4mb! For reference, iOS Safari used to crash web pages at 256mb, so this a big win :) #threejs #gamedev #IndieGameDev
Anyone interested in hacking on Octahedral Impostors for @threejs.org ? I took @sketchpunk.bsky.social's octahedron unwrapping code and contributed atlas generation (and some suuper hacky impostor rendering) – maybe someone can push this further for the community :) GitHub Link below:
Continuing with regular Assets. Added a dithered fade between LOD levels, makes transitions a lot less noticeable – extra colors for demo purposes :-) #threejs #gamedev #IndieGameDev
Didn't get to crosspost this one yet (50mb file limit on here 😬) Dynamic terrain chunks generated at runtime using meshoptimizer with lockborders modifier (no cracks between chunks) The wireframe won't look as satisfying, but generating and rendering is super fast! #threejs #gamedev #IndieGameDev
Didn't get to crosspost this one yet (50mb file limit on here 😬) Dynamic terrain chunks generated at runtime using meshoptimizer with lockborders modifier (no cracks between chunks) The wireframe won't look as satisfying, but generating and rendering is super fast! #threejs #gamedev #IndieGameDev
Spent today walking through the baking process for all of my assets. Here are some screenshots of the demo level with sh lighting active on everything. Lots of tuning to be done, but promising :) #threejs #gamedev #creativecoding
Modified the fog to pick up some depth from the shadow map and the sh baked ao. With the right settings this really gives a nice anime vibe. The effect is super cheap too! #threejs #gamedev #IndieGameDev
Added some "atmospheric scattering" to my PBR material using spherical harmonics colored fog. #threejs #webgl #gamedev
Got a pretty debug view today ☀️ Capturing local lighting conditions into spherical harmonics probes. Previous screenshots (below) just showed the material reacting to infinitely far away light; plan is to enhance this with local captures :) #threejs #webgl #gamedev
I've been working on Spherical Harmonics lighting and precomputed radiance transfer in @threejs.org. Far from perfect just yet, but still happy that I've gotten so far :) For context: there are no direct lights in this scene, this is just the mesh reacting to an environment map. #gamedev #webgl
Forgot to post this one yesterday :) sneak peak at indirect light + albedo . Turned up the bounce intensity a bit too much, but it nicely showcases the dynamic soft shadows (see the ground below the barrels) #threejs #webgl #creativecoding
I've been working on Spherical Harmonics lighting and precomputed radiance transfer in @threejs.org. Far from perfect just yet, but still happy that I've gotten so far :) For context: there are no direct lights in this scene, this is just the mesh reacting to an environment map. #gamedev #webgl
Even though my code contains few react three fiber components anymore (most rendering is done via BatchedMesh), I can still use @triplex.dev in vscode as a level editor, with the help of custom React components and Koota, the new @pmnd.rs ecs. More on that setup soon :)
WIP Working on a small Jump & Run game in @threejs.org to showcase Animagica. It's not enough to have beautifully animated models. We need a runtime system that controls which clips get played and how to transition between them based on our game state. #threejs #webgl #gamedev
Added mesh colliders to the pipeline. Few things to clean up, then we can actually start building levels! 🙏🚀 #threejs #webgl #gamedev #indiegame
Working on an asset and content pipeline for my new game. Using @triplex.dev as my level editor. Custom Blender plugin and server for instant assets updates. @threejs.org BatchedMesh to reduce draw calls (500+ Assets (~1500 meshes) -> 23 Draw calls) #gamedev #threejs
Code is now available as a R3F hook: codesandbox.io/p/sandbox/im... #threejs #webl #creativecoding
Making a R3F abstraction for dynamic environment maps 🎆✨ These can be used to fake lighting that bounced of the environment at relatively low cost. #threejs #gamedev
Hey, I'm building Animagica – a professional character animation system for #threejs and the web. As I didn't get to post any of it here before, I made a compilation of all my previous introductory material. Check it out :) www.youtube.com/watch?v=RCph... #gamedev #animation
Animagica: Character Animation System for Three.js
YouTube video by Brian Breiholz
youtube.com
Continued experimentation: Now rendering a static cube map (16x16 lol) once for each mesh. Certainly not going to work for every Scene but seems like an easy alternative to a lightprobe grid where it fits. #threejs #gamedev #creativecoding
I've been experimenting with some bounced lighting on my character. Here's a comparison with a static environment map. I think it makes quite the difference! #threejs #gamedev #creativecoding
I've been experimenting with some bounced lighting on my character. Here's a comparison with a static environment map. I think it makes quite the difference! #threejs #gamedev #creativecoding