Davo
davo.bsky.social
Davo
@davo.bsky.social
Designer & Creative Engineer. Exploring how to build interactive artifacts using web technologies & pretty shady integrations. Blender super nerd. Cloud & local computing enthusiast.
A cube map (sometimes known as "sky box") made with Figma assets. Directly fetched with a custom worker I made with Cloudflare.

This is one of the easiest ways to get something cool running using the most simple Three.js code template.
May 3, 2025 at 8:49 AM
Made this scene using SunCalc + Sky shader from @threejs.org. It simulates a full day of interactive sunlight.

Cube maps in high-res, w/ an AFR method. Runs at 60-80fps, super unoptimized.

Thanks @mrdoob.com and all the contributors of #threejs for 15 years of open source development.
April 23, 2025 at 10:43 PM
Today I failed at trying to control these Moiré artifacts, for the nth. time.

Instead of fully giving up, I decided to exacerbate the aberration, and I think it kinda works.
March 20, 2025 at 10:56 PM
Reposted by Davo
I made a big visual update to the cozy town building game I am working on.

I've added back the directional light, added some more textures and a super early version of grass. Certainly makes a difference!
March 19, 2025 at 4:36 PM
Unwrapping UV for a generative shader.

I tried to do it manually, I really did... but I found myself really out of my depth.

And then I found that someone ported xAtlas for Three.js
github.com/repalash/xat...
March 11, 2025 at 1:55 PM
As part of my initiation in the WebGL space, I offer you a messy John Conway's Game of Life, on a custom extruded geometry.

Not perfect, but it such a final boss for me, of everything that I think I understood about WebGL, but I really didn't. #threejs
March 11, 2025 at 1:42 PM
Rounded Primitives on a Dotted Grid. #threejs #animejs #gonrounded
March 10, 2025 at 3:01 PM
Dolly. Made with #threejs & #animejs (anime.js beta)
March 10, 2025 at 2:19 PM
While I’m AFK, I stream a Chrome view to Youtube so I can keep track later if there are any potential issues or leaks.

If I enable DVR mode I get an HD capture recorded on the cloud.
March 4, 2025 at 8:27 PM
This is my era of Transitionable Geometry.

There are no shortcuts for making something performant, flexible and dope. I literally built and iterated exploring every possible way to build this component.

It has a Hamiltonian Path of trade-offs.
And I think I found the way.
March 4, 2025 at 5:37 PM
Using skimage, cv2 & PIL to detect & extract layout features.

Instead of setting custom parameters per image, you can tell Python to create a range of combinable configurations and let it work its magic.
February 20, 2025 at 8:47 PM
Spring profiles.
Made with #threejs.
February 17, 2025 at 3:24 PM
Made a pretty realistic Spring with controllable coils, tension and resistance.

Made with #threejs
February 16, 2025 at 3:51 PM
Reminder for myself to never use Node.js for parsing structured data from LLMs.

Go with Python.
February 14, 2025 at 5:39 PM
In previous iterations, I managed to get pretty close using an arc-based interpolation.

But I’m looking for a more generalized solution that allows me to truly control bounded/mapped interpolations between open planar meshes to close ring meshes.
February 6, 2025 at 10:40 PM
Never been this close to solve my complex interpolation problem.

The solution seems to be emerging by intuitively combining bones with conformal mapping equations.

5 bucks to Cauchy–Riemann.
February 6, 2025 at 10:32 PM
WIP: Made a layout engine. It’s called Organica.

- Auto Layout features based on the Cassowary Constraint Solving algo.
- Custom easing curves.
- Uses FTrig for Fast Trigonometry fns.
- Comes with a Transitionable operator to handle transitions between layout mutations
January 30, 2025 at 3:26 PM
Published my second package on NPM (it’s 🔒 for now) but I’m super happy I took time to learn how to ship utility libraries with Bun.
January 29, 2025 at 3:51 PM
Ok, ominous…
January 28, 2025 at 3:34 PM
A moment of clarity hits you while wandering, call it discovery.

A moment of clarity hits you while playing, call it experience.
January 24, 2025 at 5:40 PM
Future Works In Progress.
January 23, 2025 at 4:11 PM
Reposted by Davo
This weekend I wrote a GLTF and GLB file exporter for Valence 3D (built on cgltf)

With #gltf & #glb exporting you can quickly import your #3D scenes made in valence3d.app into rendering & game engines.

GLTF is widely used on the web so I’m hoping this will help people with #threejs #r3f #webdev
January 20, 2025 at 8:18 AM
Anyone here worked with Zig + WASM?
Please, let me know... I started learning Zig this weekend and I kinda loved it.

I don't want to rewrite the entire FTrig on Zig, just to prove a point, but I'm tempted to write a small version and compile it to wasm and see how much faster it can go.
January 20, 2025 at 7:44 AM
Reading about math and seeing that any library that tries to balance accuracy & performance, at some point, will peruse some flavor of any of these approximation algorithms.
January 20, 2025 at 7:36 AM
If you're interested in learning more about approximations,
@3blue1brown.bsky.social has a fascinating video about the Taylor Series.

youtu.be/3d6DsjIBzJ4?...
Taylor series | Chapter 11, Essence of calculus
YouTube video by 3Blue1Brown
youtu.be
January 20, 2025 at 7:31 AM