You can fiddle with the parameters, compare the before/after, and export to GLB.
Try it here: gltf-optimizer.simondev.io
#threejs #gamedev
50% off all courses for the next few days.
No code needed, discount auto-applies!
More topics coming in the new year. Tell me what you want to see next.
simondev.io
#threejs
50% off all courses for the next few days.
No code needed, discount auto-applies!
More topics coming in the new year. Tell me what you want to see next.
simondev.io
#threejs
Build custom plugins, exporters, and automate things like lightmap baking.
Preview: simondev.io/lessons/game...
Over 65 hours of course content is now live!
#threejs
Build custom plugins, exporters, and automate things like lightmap baking.
Preview: simondev.io/lessons/game...
Over 65 hours of course content is now live!
#threejs
You can fiddle with the parameters, compare the before/after, and export to GLB.
Try it here: gltf-optimizer.simondev.io
#threejs #gamedev
You can fiddle with the parameters, compare the before/after, and export to GLB.
Try it here: gltf-optimizer.simondev.io
#threejs #gamedev
Should make them react to lighting properly and all that.
Reference: shaderbits.com/blog/octahed...
#threejs
Should make them react to lighting properly and all that.
Reference: shaderbits.com/blog/octahed...
#threejs
If you wanna try out some WebGPU shaders and fiddle with them, all in the browser.
Try an exercise and see if you can match the output.
Link: simondev.io/lessons/shad...
#threejs #webgpu
If you wanna try out some WebGPU shaders and fiddle with them, all in the browser.
Try an exercise and see if you can match the output.
Link: simondev.io/lessons/shad...
#threejs #webgpu
Thank you for all your support all these years! ✨
Thank you for all your support all these years! ✨
Latest addition: integrated shader homework - edit GLSL in-browser and match target output. It’s a polished evolution of my 2023 GLSL site.
Reminder, teachable students can access same content (and more)
Link below 👇
Latest addition: integrated shader homework - edit GLSL in-browser and match target output. It’s a polished evolution of my 2023 GLSL site.
Reminder, teachable students can access same content (and more)
Link below 👇
Link: github.com/yhutter/soko...
#c #sokol #gamedev
Link: github.com/yhutter/soko...
#c #sokol #gamedev
for(float i,z,d;i++<8e1;o+=(cos(d/.1+vec4(0,2,4,0))+1.)/d*z){vec3 p=z*normalize(FC.rgb*2.-r.xyy),a=normalize(cos(vec3(4,2,0)+t-d*8.));p.z+=5.,a=a*dot(a,p)-cross(a,p);for(d=1.;d++<9.;)a+=sin(a*d+t).yzx/d;z+=d=.05*abs(length(p)-3.)+.04*abs(a.y);}o=tanh(o/1e4);
for(float i,z,d;i++<8e1;o+=(cos(d/.1+vec4(0,2,4,0))+1.)/d*z){vec3 p=z*normalize(FC.rgb*2.-r.xyy),a=normalize(cos(vec3(4,2,0)+t-d*8.));p.z+=5.,a=a*dot(a,p)-cross(a,p);for(d=1.;d++<9.;)a+=sin(a*d+t).yzx/d;z+=d=.05*abs(length(p)-3.)+.04*abs(a.y);}o=tanh(o/1e4);
Learn about it in my latest section on graph traversal.
simondev.io
Learn about it in my latest section on graph traversal.
simondev.io
for(float i,z=fract(dot(FC,sin(FC))),d;i++<1e2;){vec3 p=z*normalize(FC.rgb*2.-r.xyy);p.z+=9.;for(d=.7;d<4.;d/=.9)p+=cos(p.yzx*d-t/vec3(2,1,5))/d;z+=d=.002+abs(p.z)/2e1;o+=(sin(z+4.*p.z+vec4(0,1,5,0))+1.2)/d;}o=tanh(o/1e4);
for(float i,z=fract(dot(FC,sin(FC))),d;i++<1e2;){vec3 p=z*normalize(FC.rgb*2.-r.xyy);p.z+=9.;for(d=.7;d<4.;d/=.9)p+=cos(p.yzx*d-t/vec3(2,1,5))/d;z+=d=.002+abs(p.z)/2e1;o+=(sin(z+4.*p.z+vec4(0,1,5,0))+1.2)/d;}o=tanh(o/1e4);
Give me just 10 years to complete all the courses I bought, and I should come up with interesting stuff...
Combined they're about 2.5 hours of new content, live now!
simondev.io
#threejs #gamedevelopment
Combined they're about 2.5 hours of new content, live now!
simondev.io
#threejs #gamedevelopment
This is just the intro, planning on expanding it soon. It's already live in the course, if you grabbed the early access!
simondev.io
This is just the intro, planning on expanding it soon. It's already live in the course, if you grabbed the early access!
simondev.io
Shader is doing all the work, and blending between frames. First pass, probably not super robust.
#threejs
Shader is doing all the work, and blending between frames. First pass, probably not super robust.
#threejs
The guidelines I use to visually improve my shader art
mini.gmshaders.com/p/design-cho...
The guidelines I use to visually improve my shader art
mini.gmshaders.com/p/design-cho...
I just hit publish on ~2 hours of new content to the course, covering how to dig into Three.js's internals, and we cap the project off with some terrain with erosion and scattering tricks.
Live in the course, so check it out!
I just hit publish on ~2 hours of new content to the course, covering how to dig into Three.js's internals, and we cap the project off with some terrain with erosion and scattering tricks.
Live in the course, so check it out!
#threejs #gamedev #IndieGameDev
#threejs #gamedev #IndieGameDev
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simondev.teachable.com/p/games-thre...
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simondev.teachable.com/p/games-thre...