Brian Breiholz
@brianbreiholz.bsky.social
250 followers 110 following 37 posts
Web & Game Dev | building Animagica - the Animation Blueprint Editor for three.js & the Web Find older Posts on: https://x.com/BrianBreiholz
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brianbreiholz.bsky.social
Hey, I'm building Animagica – a professional character animation system for #threejs and the web.

As I didn't get to post any of it here before, I made a compilation of all my previous introductory material.
Check it out :)

www.youtube.com/watch?v=RCph...

#gamedev #animation
Animagica: Character Animation System for Three.js
YouTube video by Brian Breiholz
www.youtube.com
brianbreiholz.bsky.social
Hey, I'm curious, did you end up trying it out? :)
brianbreiholz.bsky.social
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 :)
brianbreiholz.bsky.social
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.
brianbreiholz.bsky.social
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).
brianbreiholz.bsky.social
Any tips for avoiding/reducing motion sickness with the lookahead functionality? I'm trying to figure out what's wrong with mine 😬
brianbreiholz.bsky.social
Sufficiently advanced magic.

#threejs #blender #IndieGameDev
brianbreiholz.bsky.social
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
brianbreiholz.bsky.social
Oh how cool!! Thanks a lot and for writing the article in the first place :)
Big fan of your gameart breakdowns!
brianbreiholz.bsky.social
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?
brianbreiholz.bsky.social
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
brianbreiholz.bsky.social
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) – maybe someone can push this further for the community :)

GitHub Link below:
brianbreiholz.bsky.social
Continuing with regular Assets. Added a dithered fade between LOD levels, makes transitions a lot less noticeable – extra colors for demo purposes :-)

#threejs #gamedev #IndieGameDev
brianbreiholz.bsky.social
Didn't get to crosspost this one yet (50mb file limit on here 😬)

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
brianbreiholz.bsky.social
Yup, +1 for the audio book.
The craft sequence series by Max Gladstone is so good as well.
brianbreiholz.bsky.social
Spent today walking through the baking process for all of my assets. Here are some screenshots of the demo level with sh lighting active on everything. Lots of tuning to be done, but promising :)

#threejs #gamedev #creativecoding
brianbreiholz.bsky.social
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
brianbreiholz.bsky.social
Added some "atmospheric scattering" to my PBR material using spherical harmonics colored fog.
#threejs #webgl #gamedev
brianbreiholz.bsky.social
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
brianbreiholz.bsky.social
Got a pretty debug view today ☀️
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
brianbreiholz.bsky.social
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