Andrea Gargaro
@agargaro_dev
Uncreative developer
Reimplemented Hi-Z via TEXTURE_BASE_LEVEL to avoid ping-ponging during the downsample. This is all hacked into three.js. Not perfect but finally conservative. Next is to implement two-pass occlusion culling and then hierarchical clustering with recent Meshoptimizer improvements.
Working on GPU frustum and occlusion culling again, this time with meshlets and multidraw. Using WebGL, which lacks indirect drawing, so streaming results to the CPU from transform feedback, which lets me display misc stats. Calculating meshlet bounds myself, so no cone culling.
Octahedral imposters mentioned yesterday @agargaro_dev. In the shader, I compute the quad the sprite is in, barycentric coordinates, then intepolate between frames. First pass, not super robust. They're alpha-tested and the blending could use work. #threejs #gamedev
Screwing around with filling out the background with imposters #threejs #webgl #gamedev
Disfigure doesn't modify skeletons & skins, instead it deforms the whole space. Imagine a space where each point is a matrix. Disfigure figures out these matrices and space gets entangled beyond comprehension. Live: boytchev.github.io/disfigure/exam… #ThreeJS #TSL #disfigure #FMI #SU #js
Just added LODs to batched-mesh-extensions! This scene goes from 14 to 1 million triangles in a single draw call — LODs are generated on the fly with meshoptimizer 😁 Demo: glitch.com/edit/#!/three-… Github: github.com/agargaro/batch… #threejs #webgl #webgpu
I'm working on a new library that adds extension methods for BatchedMesh. One of them builds a BVH to accelerate frustum culling and raycasting. More methods coming soon! Repo: github.com/agargaro/batch… Demo: …batched-mesh-extensions-bvh.glitch.me #threejs #webgl #webgpu
I recently realize the InstanceMesh2 made by @agargaro_dev, and let me tell you is very good github.com/agargaro/insta… of course, I made this example with @tresjs_dev
#water #blob in #threejs with #fresnel #reflection, #envmap #refraction, smooth #specular #light and of course a tiny #hemiLight
Building a blazing fast ⚡ Wave Function Collapse solver for three.js Sharing some technical notes on how I’m squeezing performance out of every frame. (WIP 🚧 - but already interactive and ultra-fast!) #threejs #gamedev #WFC #creativecoding 🧵1/6
Work in progress on a new library for octahedral impostors based on Ryan Brucks' article. Texture atlas generated at run time, 4096x4096 with 20x20 sprites. Model by @quaternius Demo: octahedral-impostor.vercel.app Github: github.com/agargaro/octah… #threejs #webgl
This is the 5th or 6th time I've written a topography shader & every time it gets a little bit better & I learn a little bit more. It's a nice challenge for anyone learning about shaders! Some details on the plans for this implementation below 👇 #gis #3dtiles #threejs #webgl
Have we already talked about the @threejs cameo in Donkey Kong?
I don't know if you remember, but I showed, some times ago, a R3F project where I recreated the amazing DNA UI from @AssassinsFR 2 using #Threejs Well today, I release it ! But there's some twists to it 😈 Please read below before trying it !
I added fog. Would you play an MMO in this world? It's crazy, but I've worked on this for 2+ years now.
I am glad to introduce the new feature of InstancedMesh2: shadow LODs 🎉 Strange example, isn't it? 😇 I would love to get your feedback. #threejs #webgl repo: github.com/agargaro/insta… example: stackblitz.com/edit/three-ezi…

Post fx can really change the look of a scene! Building a gamedev course in Three.js. #threejs #webgl Assets by @quaternius