Kenneth Pirman 🔮
@KennyPirman
Building virtual javascript worlds at planetary scales @ http://kenny.wtf and making friends at @character_ai Sailor ⛵ @recursecenter Winter '23
surfing these #synthwave moods instead of working on features
Built with the same underlying system I cover in the gamedev course! 😃
June was spent on: - Terrain fractal texturing with normal mapping - Spherical normals on plants - Fixed plant sampling diversity - Performance improvements
FBM noise looks pretty good, still trying to figure out how to get the normals to be calculated on the frag shader with TSL. At least I think that's the problem, the shading is flat on the polygons. #threejs #procgen
A few days ago, I did a little experiment to generate terrain using BatchedMesh and meshoptimizer to manage LODs, but this is CPU side stackblitz.com/edit/three-ez-…
hop in nerds, we're doing huge webgpu worlds~ #threejs
Hey TSL isn't so bad, just need to figure out how to get the worldUV in all my nodes... Very fun to play with. I wanted to light all the rivers into a rainbow, but best I got was sea level. #threejs
Okay, I managed to get terrain skirts looking okay and math'd a bit better, even though my plane tiles have two more triangles than they should ¯\_(ツ)_/¯
I'm trying to add terrain skirts but I'm also very bad at math
The Terrain Generator Tool is now live. A browser-based tool for generating and exporting procedural landscapes. Built using @threejs + GLSL. radicalsoftware.xyz/tools/terrain-…
floating soft glass made with WebGPU, compute shader, and a fully custom material r3f.maximeheckel.com/webgpu/glass
woah cool I found an old recording of some internal cosmology for my hollow-earth machinations, I forgot I got shadows working
playing with quadtrees with #threejs webgpu renderer, but still doing calculations cpu-side to dip my toes before I move everything to GPU
ported my favorite scene to WebGPU today edge detection is done in a Compute Shader and the outlines + crosshatch shadows are drawn through post-processing all of that using the new TSL language r3f.maximeheckel.com/webgpu/moebius
Not unity. Not unreal. Kitten space agency. Custom engine. Dust storm on Mars. Releasing for free, powered by contributions. Will have some tech firsts. See for yourself.
Between heatwaves and summer camps, getting back to adding to the gamedev course heh. Shot from an upcoming section explaining spatial hash grids, and other acceleration structures. #threejs #gamedev