New React Three Fiber Performance Monitor designed for WebGPU launching today: www.npmjs.com/package/r3f-... Please provide some feedback and give some start on GitHub if you think it can be useful to others ;)
Hyped about AI? Hate AI? Have literally no opinion on AI? I made a video about AI & agentic coding, and what it might mean for you as a developer. youtu.be/2dTENijF30c
AI Coding Works. That’s the Problem
YouTube video by SimonDev
youtu.be
Here are some techniques I discovered through 14 years of shader programming:
Optimization can be tricky. Here’s how to go from drawing a few hundred trees to virtually unlimited in Three.js, step by step. This will be high level, but not so much that you can’t fill in the details. #threejs
Lerp is used everywhere in games. It’s simple, but combined with a few small tricks it becomes incredibly powerful. This thread is full of visual examples.
The dot product is used everywhere in games, often with unit vectors to determine how aligned they are. But if it’s never really clicked for you, this thread is full of visual examples.
Most online “GLB optimizers” only optimize for file size, but they still take up a huge amount of memory. One Sketchfab example: No compression: 39 MB file, 342 MB in memory Other tools: 4.26 MB file, 22 MB in memory My tool: 0.68 MB file, 6 MB in memory
Hope you'll all have a great holiday season! My Holiday Kit contains over 100 3D models and it's completely free to download and use in your games. No need for a donation, or credits - it's all yours! ✨🎁 kenney.nl/assets/holid...
Degrees are everywhere, but what is a radian? Here's a visual explanation: PS: Working on new Youtube video.
Live link : planpoint-webgpu.vercel.app My new #threejs project is live. WebGPU + SSGI + SSR + SSAO + SSS + DOF + Chromatic Aberration + Octahedral impostors = happiness haha. 1 million triangles and 25.000 trees, with all PP effects, running at 60 FPS, under 10mb download 😊
WebGPU Building Demo - Planpoint
Experience native Screen Space Global Illumination (SSGI) with WebGPU and React Three Fiber. Watch real-time color bleeding, dynamic emissive lighting, and realistic light bounces in an interactive 3D...
planpoint-webgpu.vercel.app
Black Friday Sale! 50% off all courses for the next few days. No code needed, discount auto-applies! More topics coming in the new year. Tell me what you want to see next. simondev.io #threejs
Blender Scripting section is live! 3 hours of new content for the gamedev course. Build custom plugins, exporters, and automate things like lightmap baking. Preview: simondev.io/lessons/game... Over 65 hours of course content is now live! #threejs
I built this little tool to optimize and re-export GLTF/GLB assets to GPU-compressed KTX2. It runs entirely client-side/in-browser. You can fiddle with the parameters, compare the before/after, and export to GLB. Try it here: gltf-optimizer.simondev.io #threejs #gamedev
Dusted off my octahedral imposter demo for someone. Sprinkled in various trees from @quaternius.bsky.social Should make them react to lighting properly and all that. Reference: shaderbits.com/blog/octahed... #threejs
I’ve opened up many of the TSL exercises to everyone! If you wanna try out some WebGPU shaders and fiddle with them, all in the browser. Try an exercise and see if you can match the output. Link: simondev.io/lessons/shad... #threejs #webgpu
Almost done updating my Graveyard Kit, I've remade every single 3D model in this #gameassets pack. It'll release (probably!) near the end of the week, free for everyone and can be used for any purpose. Thank you for all your support all these years! ✨
🔔 Site update: new SimonDev site is super functional and getting better. Latest addition: integrated shader homework - edit GLSL in-browser and match target output. It’s a polished evolution of my 2023 GLSL site. Reminder, teachable students can access same content (and more) Link below 👇
Recreated my game jam entry in C using @flohofwoe.bsky.social's awesome Sokol graphics library. It was a great learning experience! Implemented camera movement and various tweaks using imgui. Lighting based on @simondev.bsky.social's GLSL course. Link: github.com/yhutter/soko... #c #sokol #gamedev
"Phosphor" for(float i,z,d;i++<8e1;o+=(cos(d/.1+vec4(0,2,4,0))+1.)/d*z){vec3 p=z*normalize(FC.rgb*2.-r.xyy),a=normalize(cos(vec3(4,2,0)+t-d*8.));p.z+=5.,a=a*dot(a,p)-cross(a,p);for(d=1.;d++<9.;)a+=sin(a*d+t).yzx/d;z+=d=.05*abs(length(p)-3.)+.04*abs(a.y);}o=tanh(o/1e4);
Putting together a boids and flocking section! #threejs #gamedevelopment
A little followup to the last section: If you understand heuristics and admissibility, you can tweak A* to run much faster! If you're willing to sacrifice perfection, faster still. Learn about it in my latest section on graph traversal. simondev.io
"String Theory" for(float i,z=fract(dot(FC,sin(FC))),d;i++<1e2;){vec3 p=z*normalize(FC.rgb*2.-r.xyy);p.z+=9.;for(d=.7;d<4.;d/=.9)p+=cos(p.yzx*d-t/vec3(2,1,5))/d;z+=d=.002+abs(p.z)/2e1;o+=(sin(z+4.*p.z+vec4(0,1,5,0))+1.2)/d;}o=tanh(o/1e4);
This looks seriously awesome
I made this planet shader after completing @simondev.bsky.social's shader course, and now he has a new bundle including more advanced techniques and maths ? Let's do this ! 🚀 Give me just 10 years to complete all the courses I bought, and I should come up with interesting stuff...
Just added the next part of the graphs and data structures section, covering traversal and pathfinding! Combined they're about 2.5 hours of new content, live now! simondev.io #threejs #gamedevelopment