Yep, recording that this week (hopefully)
08.07.2025 17:10 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0@simondev.bsky.social
Yep, recording that this week (hopefully)
08.07.2025 17:10 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Hah that's what they're there for! So when's v2 come out?
02.07.2025 18:21 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0Between heatwaves and summer camps, getting back to adding to the gamedev course heh. Shot from an upcoming section explaining spatial hash grids, and other acceleration structures.
#threejs #gamedev
They look great, you generating these?
02.07.2025 18:13 โ ๐ 1 ๐ 0 ๐ฌ 2 ๐ 0Stunning
02.07.2025 18:12 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0"Phosphor"
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);
Putting together a boids and flocking section!
#threejs #gamedevelopment
A little followup to the last section: If you understand heuristics and admissibility, you can tweak A* to run much faster! If you're willing to sacrifice perfection, faster still.
Learn about it in my latest section on graph traversal.
simondev.io
"String Theory"
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);
This looks seriously awesome
11.06.2025 16:14 โ ๐ 16 ๐ 1 ๐ฌ 0 ๐ 0Just added the next part of the graphs and data structures section, covering traversal and pathfinding!
Combined they're about 2.5 hours of new content, live now!
simondev.io
#threejs #gamedevelopment
Just added a new hour long section to the course: Graphs and Data Structures
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
I'm probably going to include in my course. Might make it to Youtube, I've been thinking about a performance video for a while.
23.05.2025 12:40 โ ๐ 5 ๐ 0 ๐ฌ 0 ๐ 0Fiddling around with octahedral imposters. The tree is actually just a sprite (intentionally low res).
Shader is doing all the work, and blending between frames. First pass, probably not super robust.
#threejs
NEW Mini: Design Choices
The guidelines I use to visually improve my shader art
mini.gmshaders.com/p/design-cho...
Thanks! It's surprisingly cheap, it's a trick from an old Crytek paper from 20 years ago, and I combine that with the default envmap from the scene.
15.05.2025 15:06 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0๐งต TSL is looking pretty awesome, but I got you covered until then.
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 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
๐ก Automate all the things! Automate your build pipeline, from mass exporting .blend files to rendering lightmaps. All of this can be done programmatically with Blenderโs scripting interface.
๐ Want to be notified? Sign up here ๐
simondev.teachable.com/p/games-thre...
Early access is underway! Shader course students are already helping test the new GameDev course.
Look for a broader announcement shortly. All the project demos are live too!
simondev.teachable.com/p/games-thre...
#threejs #gamedevelopment
NEW tutorial: Common Shader Mistakes!
mini.gmshaders.com/p/mistakes
How to avoid the most common pitfalls in graphics programming
Siteโs basically done, just filling out a few last pieces for the course.
Had a minute, so I filled in trigger #3. A few people asked for rain. โ
Good excuse to implement:
- Velocity-locked particles
- Positional audio
- A flexible animation system for cameras, lighting, and sound
#threejs
That is beautiful
16.04.2025 19:16 โ ๐ 2 ๐ 1 ๐ฌ 1 ๐ 0That is beautiful
16.04.2025 19:16 โ ๐ 2 ๐ 1 ๐ฌ 1 ๐ 0The Three.js GameDev course will be available soon, mocking up a new site with a little demo on it.
Whipped up a trigger and animation system, which will eventually make their way into the course.
What should trigger #3 do?
After a brief two year break, I've been back to work on my little digital logic simulation. There's a brand new version up over here if that's the sort of thing you're interested in! sebastian.itch.io/digital-logi...
(and a new video too)
youtu.be/HGkuRp5HfH8
Hah, no but wouldn't mind having some of his artistic abilities!
06.04.2025 17:36 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0Messing around building a little FX system in Three.js.
This is a little fire I made.
#threejs #webgl
๐จ Final section is going in before early accessโcovering entity management and representation:
- Inheritance-based
- Composition-based (ex. Unity's GameObject)
- Modern ECS and what itโs great for
Shoutout to @quaternius.bsky.social for the great assets!
๐
simondev.teachable.com/p/games-thre...
Schumacher House is a Webby Awards Nominee ๐.
We're thrilled that our #threejs project, in partnership with
@levinriegner.bsky.social, has been recognized as one of the best in digital experiences.
Vote here: vote.webbyawards.com/PublicVoting...
Live link: 3dhouse.schumacher.com