Andrea Gargaro

136 posts

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Andrea Gargaro

Andrea Gargaro

@agargaro_dev

Uncreative developer

Santeramo in Colle, Puglia Beigetreten Kasım 2023
98 Folgt544 Follower
Andrea Gargaro retweetet
Garrett Johnson
Garrett Johnson@garrettkjohnson·
Thanks to @mrdoob, three-gpu-pathtracer now includes a drag-and-drop viewer for binary glTF files 🚀 I've added a link to the viewer in the repo! #threejs #webgl #raytracing
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Andrea Gargaro
Andrea Gargaro@agargaro_dev·
@ggsimm Can’t wait to use it with my impostor lib ❤️
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𝗕𝗮𝗻𝗱𝗶𝗻𝗼𝗽𝗹𝗮
@agargaro_dev @threejs try to add something to allow for somehow be able to identify which instance is from what geometry, in case one needs to move some instances of a particular instance mesh. Example: rock[5] is animated to float, but rocks are now merged into a batched mesh. So how to find rock[5]
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Renaud
Renaud@onirenaud·
With WebGPU, AAA graphics on the web isn’t a dream anymore. Devs just need native-grade tools. That’s why I’m building Three.js Plus. Today I added GPU culling. Here 5M PBR cubes distributed in <10ms on a convex geo, running at 120fps thanks to object culling & indirect draws.
Renaud@onirenaud

Today’s work reminded me: tossing more OSS into the void isn’t it. Too often it fades without support. So instead, I’m putting care into how I share, bundling the code I use daily at @utsuboco into Threejs Plus: advanced, always-up-to-date WebGPU-first components. 1/4

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Andrea Gargaro
Andrea Gargaro@agargaro_dev·
@onirenaud @MaximeHeckel I'm really impressed with your work! My library (InstancedMesh2) performs frustum culling on the CPU, which can be accelerated using a BVH. I was starting to study webGPU so I could migrate the library. It would be great if you could give me some advice😁
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Renaud
Renaud@onirenaud·
@MaximeHeckel I'm not sure which type of magic did agargaro here but it's technically impossible to cull instances in the GPU using WebGL. You need access to an indirect storage buffer and use indirect draw calls, common GPU features introduced to the web via WebGPU.
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Andrea Gargaro retweetet
Samsy 👾🥷🏼
Samsy 👾🥷🏼@Samsyyyy·
I did something → samsy.ninja Sound on & bring friends with you. Open to new opportunities. WebGPU @threejs
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Ash 💫
Ash 💫@ashimilation·
@agargaro_dev Is this the same method fortnite itself uses? I noticed its at the very least quite similar (plus the example being the fortnite tree aswell LOL) ALSO great choice of a pfp, gotta love the english gentleman
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Erik
Erik@sweriko·
This tree is only 2 triangles
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MarikoRawralton
MarikoRawralton@MarikoRawralton·
@sweriko @agargaro_dev Is there a reason it couldn't be done from below? It kinda falls apart if you're close to the tree from a lower angle.
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Andrea Gargaro retweetet
Brian Breiholz
Brian Breiholz@BrianBreiholz·
Excited to announce that I've shipped my first game! Written from the ground up in @threejs in 3 months and published on @VIVERSEofficial Some tech stuff that I'm really proud of: - fully custom spherical harmonics prt lighting. Giving a baked diffuse look while still allowing for dynamic objects - Runs completely inside a WebWorker (rendering & simulation) using OffscreenCanvas - Supports all input types: desktop, mobile, gamepad (non-trivial if your app runs in a worker!) - No Postprocessing! No bloom - everything you see is faked via mesh based shaders for performance reasons Huge thanks to @VIVERSEofficial who have made this possible by letting me into their Creator Program. It's not easy to make a living off gamedev on the web yet, so this is great for the ecosystem. All links below: #VIVERSE #threejs #IndieGameDev
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Andrea Gargaro
Andrea Gargaro@agargaro_dev·
@sweriko Happy to help😁 My implementation is based on those of Unity and Godot.
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Erik
Erik@sweriko·
Its an Octahedral Impostor, basically like a traditional camera-facing billboard, but as it rotates, it samples pre-rendered views of the original 3D model from a texture atlas based on the viewer’s angle. Thank you @agargaro_dev for the help!
Erik tweet media
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