There are still things to improve, should I continue?
I created a demo with a terrain 3072 x 3072 and 200k trees. It should work on mobile too!
Demo: octahedral-impostor.vercel.app
Github ⭐️: github.com/agargaro/oct...
#threejs #webgl
There are still things to improve, should I continue?
I created a demo with a terrain 3072 x 3072 and 200k trees. It should work on mobile too!
Demo: octahedral-impostor.vercel.app
Github ⭐️: github.com/agargaro/oct...
#threejs #webgl
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/#!/thre...
Github: github.com/agargaro/bat...
#threejs #webgl #webgpu
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/#!/thre...
Github: github.com/agargaro/bat...
#threejs #webgl #webgpu
One of them builds a BVH to accelerate frustum culling and raycasting.
More methods coming soon!
Repo: github.com/agargaro/bat...
Demo: three-ez-batched-mesh-extensions-bvh.glitch.me
#threejs #webgl #webgpu
One of them builds a BVH to accelerate frustum culling and raycasting.
More methods coming soon!
Repo: github.com/agargaro/bat...
Demo: three-ez-batched-mesh-extensions-bvh.glitch.me
#threejs #webgl #webgpu
It was easy using the API to set opacity/add/remove instances 🚀
I hope the code is clear and easy to read❤️
Demo: agargaro.github.io/instanced-me...
Code: github.com/agargaro/ins...
#threejs #webgl
It was easy using the API to set opacity/add/remove instances 🚀
I hope the code is clear and easy to read❤️
Demo: agargaro.github.io/instanced-me...
Code: github.com/agargaro/ins...
#threejs #webgl