Playing with my octahedral impostors library π€
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 βοΈ: github.com/agargaro/oct...
#threejs #webgl
01.08.2025 07:21 β π 0 π 0 π¬ 0 π 0
So sorry for your loss... π₯Ί
13.06.2025 18:48 β π 2 π 0 π¬ 0 π 0
Just added LODs to batched-mesh-extensions!
This scene goes from 14 to 1 million triangles in a single draw call β LODs are generated on the fly with meshoptimizer π
Demo: glitch.com/edit/#!/thre...
Github: github.com/agargaro/bat...
#threejs #webgl #webgpu
13.05.2025 15:27 β π 16 π 2 π¬ 0 π 0
I'm working on a new library that adds extension methods for BatchedMesh.
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
06.05.2025 21:44 β π 4 π 1 π¬ 0 π 0
I used my InstancedMesh2 library to create a simple smoke effect.
It was easy using the API to set opacity/add/remove instances π
I hope the code is clear and easy to readβ€οΈ
Demo: agargaro.github.io/instanced-me...
Code: github.com/agargaro/ins...
#threejs #webgl
25.03.2025 13:50 β π 17 π 1 π¬ 0 π 0
Freelancer Threejs & Frontend Expert
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I am a creative developer and Content Creator on You Tubeπ€©. See my courses and tutorials on Three.js and GSAP on my channel π
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