Andrew Chen
@AndrewChenE
Just a self-tought frontend developer.
🎉 #bvhecctrl is officially released and open-sourced! Try it out & let me know what you think! Demo-1: bvhecctrl.vercel.app Demo-2: codesandbox.io/p/sandbox/bvhe… Github: github.com/pmndrs/BVHEcct… #threejs #threejsJourney #webdev #gamedev #r3f #ecctrl
SPWI global illumination in 3D with Radiance Cascades and @garrettkjohnson's three-mesh-bvh. Probes are placed in screen-space and trace world-space intervals into a BVH. Resolves offscreen emitters and occluders; memory use tied to screen. Zero-shot, no noise, and fixed cost.
I finally have a lab 🧪 Making this infinite 3D scroll wasn't easy, but I'm happy.
Well… just a minor update on handling instanced colliders. Try to squeeze out a bit more performance 🫠 #threejs #threejsJourney #webdev #gamedev #r3f #ecctrl #bvhecctrl
🕹️#BVHEcctrl now supports static, kinematic, and instanced static colliders! Instanced meshes share one BVH collider, minimizing performance impact. In testing, instanced colliders performed very similarly to regular instanced meshes. #threejs #threejsJourney #webdev #r3f #ecctrl
my new portfolio website is now online! i fell in love with mechanical worlds, turning like music box so i built one to tell my story 🎫 bilal.show you scroll to turn the cylinder and explore my world 🎠 #threejs #b3d #blender #threejsjourney
I'm back to working on my water simulator for interactive experiences using #threejs + #r3f. This time, I'm experimenting with #WebGPU and #TSL for better performance. I'm loving it more and more by the minute. The link and potentially a tutorial will be available soon. But if…
🧵 TSL is looking pretty awesome, but I got you covered until then. I just hit publish on ~2 hours of new content to the course, covering how to dig into Three.js's internals, and we cap the project off with some terrain with erosion and scattering tricks. 🎓It's live in the…
As promised, a (mostly) beginner-friendly thread on how to code simple physical simulations like those I've been posting recently.
🕹️ Preparing a brand new BVH-based character controller which is lightweight, flexible, and requires no physics engine. 🍻 Big thanks to @garrettkjohnson for his incredible three-mesh-bvh library that made all this possible. #threejs #threejsJourney #webdev #gamedev #r3f #ecctrl
It's egg hunt time! 🥚🧺 And I have 3 surprises for you. A new devlog 👉 youtu.be/O8LUJicF7v4 An alpha version of my portfolio 👉 threejs-journey.com/apps/easter-20… And a 30% discount code for Three.js Journey 👉 threejs-journey.com/join/easter2025
volumetric lighting x lens flare effect (in orbit) r3f.maximeheckel.com/solar
QuantizedMesh support has been added to 3DTilesRenderer thanks to another grant from @CesiumJS! The plugin supports normals, water masks, tile skirts, & "just works" with Cesium Ion. Support for texture overlays in progress! 🌎✨ #threejs #3dtiles #javascript #gis #nasajpl
volumetric lighting post-processing effect implemented with raymarching r3f.maximeheckel.com/arches
Particle toy experiment, motion blur is simulated by stretching particles along their velocity in the vertex shader. Cheap trick but worked surprisingly well! (WebGL, three.js, TypeScript)
Manipulating joints of a large number of six-leged insects. Try tilt their house with orbit controls. Made with #threejs TSL live demo (all source code is in html of the page) -> mameson.com/experiment/gls…
🕹️ Fiddling around with a new character controller for the Three.js/GameDev course. Big thanks to @quaternius for the amazing model and animation library—putting them to good use! 🔔 Want to be notified? Sign up here 👉simondev.teachable.com/p/games-three-…
Now we can create 3D scenes with Gemini and Three.js! 💥 g.co/gemini/share/2…
Check out my new game demo made using @threejs and @Blender —live now! bandinopla.github.io/pip-skull-demo #gamedev #solodev #argentina #indiegame