@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.
17.11.2025 23:34
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Cool! Would you recommend? I'm currently thinking about probe grid layouts. 3d render targets in WebGL have been broken for ages on some platforms so I can't rly do the usual. Plus, 4 texture samples instead of 8 sounds really neat.
15.11.2025 12:28
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Hey, I'm curious, did you end up trying it out? :)
21.09.2025 12:53
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Thanks a lot for that. That's some really good input. I'll experiment with that, might follow up with a DM some point in the future if it's ok :)
18.06.2025 18:03
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I tried blending only the x-axis in the camera's local space, which eliminates the flipping problem, but as soon as I include the `dot(playerVel, camForward)` somewhere in the blend process it gets super disorienting.
18.06.2025 15:43
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Thanks! How do you blend the positions?
When I blend in world space I get issues with the player running straight into the camera and that in turn affecting the movement direction (i.e. causing flipping like in the video if unhandled).
18.06.2025 15:43
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Any tips for avoiding/reducing motion sickness with the lookahead functionality? I'm trying to figure out what's wrong with mine ๐ฌ
18.06.2025 10:51
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Sufficiently advanced magic.
#threejs #blender #IndieGameDev
17.05.2025 08:42
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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
10.05.2025 12:02
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Oh how cool!! Thanks a lot and for writing the article in the first place :)
Big fan of your gameart breakdowns!
04.05.2025 17:24
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KTX2 Encoder Tool | KTX2-Encoder
A lightweight JavaScript library for converting images to KTX2 format
feel free to replicate, this is what I used to compress the hdr map: husong.me/ktx2-encoder...
this is what I used to measure VRAM (in WebGL) github.com/greggman/web...
02.05.2025 12:52
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~ 200k triangles
02.05.2025 11:51
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I'm not sure tbh, I'm new to these formats as well and just looking at the reported numbers, though it would be good to dig into it. My measurements might have been off by sth as well, not sure if I subtracted the framebuffer VRAM correctly. But they were > 100mb for sure. Maybe bc it's UASTC HDR?
01.05.2025 15:27
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GitHub - greggman/webgl-memory: A library to track webgl-memory
A library to track webgl-memory. Contribute to greggman/webgl-memory development by creating an account on GitHub.
I measured this with github.com/greggman/web..., so only an estimate, but the order of magnitude should be right.
But roughly checks out, doesn't it?
(2048 * 4096 * 25) / (1024 * 1024) = 200
01.05.2025 07:35
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Homeworld 2: Backgrounds | Simonschreibt.
inspiration came from this excellent breakdown of the technique by @simonschreibt.bsky.social
simonschreibt.de/gat/homeworl...
30.04.2025 15:04
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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
30.04.2025 15:04
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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) โ maybe someone can push this further for the community :)
GitHub Link below:
28.03.2025 23:13
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Continuing with regular Assets. Added a dithered fade between LOD levels, makes transitions a lot less noticeable โ extra colors for demo purposes :-)
#threejs #gamedev #IndieGameDev
19.03.2025 09:06
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Didn't get to crosspost this one yet (50mb file limit on here ๐ฌ)
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
17.03.2025 11:59
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Yup, +1 for the audio book.
The craft sequence series by Max Gladstone is so good as well.
08.03.2025 21:31
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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
14.02.2025 14:07
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Added some "atmospheric scattering" to my PBR material using spherical harmonics colored fog.
#threejs #webgl #gamedev
13.02.2025 14:58
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Taking the new SH lighting into production. Lots of unexplored avenues, but good enough for the current project. Conclusion: Super cheap *per-vertex* indirect light + ao and as a bonus lets me convert big HDR files into webp + 27 floats for the lighting data.
#threejs #gamedev
04.02.2025 17:46
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Got a pretty debug view today โ๏ธ
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
23.01.2025 14:21
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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
04.01.2025 11:59
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Why not just use light maps? The result isn't static. Here I'm blending two different environment maps (watch the moving shadows!). This allows for changing times of day and different light directions.
02.01.2025 17:50
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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 :)
13.12.2024 13:35
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