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Jake Gifford
30 posts

Jake Gifford
@jgifforddev
Creative Full Stack Developer learning Three.js https://t.co/kVWCZjTzQw https://t.co/9dftqX2Rh3
Portland, OR 参加日 Kasım 2023
54 フォロー中42 フォロワー

Marble Run getting a complete rehaul because I couldn't drop some ideas I had for it :).
Assets aren't made yet, so most things are just placeholders while I build the levels and functionality.
Coming is 50+ levels, and a level editor.
#threejs
#threejsJourney
#buildinpublic
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Experimenting with cool grass types, like this Zelda-inspired grass originally from James Smyth.
Cleverly uses vertex color data to keep the grass anchored at the floor while swaying the upper vertices.
Live: tree-scene-six.vercel.app
#threejs
#threejsJourney
#creativecoding
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Been improving my R3F portal scene as I get better at Blender. Added a few extra things to the scene to spice it up a bit :).
Definitely in need of advice for the waterfall, looks quite out of place, but water is hard 🥲.
Grass next!
#threejs
#threejsJourney
Preview:
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@pikilipita @onepopcorn Is this open source? I’d be interested in contributing.
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@onepopcorn Pikimov is made with web standards ( html / javascript / css ). Rendering is done with Threejs, ember.js framework manages the UI. Special effects are made with Glsl shaders.
To decode / encode audios/videos and access local files, I am using various native Chrome APIs.
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Today, Pikimov got a very warm welcoming by the Reddit /vfx community 😌
reddit.com/r/vfx/comments…

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Finally ready to share my first R3F project from #threejsJourney.
Learned so much to get this point in Blender, R3F, and Three.js. Shoutout to the Three.js discord for helping with Blender troubleshooting :).
live: portal-r3f-pied.vercel.app
#threejs
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@bruno_simon @cgboost Looks great! How strong at Blender does one need to be before confidently approaching this course?
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I finished following @cgboost course on Blender sculpting and I learned so much. Well worth the price
👉 cgboost.com/courses/master…
Yeah, I skipped the backpack chapter... 🎒




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Cool procedural terrain.
Live: procedural-terrain-mu.vercel.app (beware your data, heavy textures for the wood)
#threejsJourney
#threejs
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@jerryjohnthomas @threejs Need 2 textures, because we can't read and write the same texture at the same time. So textureA is read, updating postions, textureB is written with new positions. On the next frame, textureB is read, and textureA is rewritten, next frame A is read, B rewritten on and on.
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@jerryjohnthomas @threejs Starting point is a mesh, where the position attributes are extracted and used for my first FBO (texture). After that, 2 textures ping pong reading/writing to update the position of the vertices each frame.
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Baby's first gp-gpu computations. Not my first time hearing of the concept, but my first time using it myself.
Encoding data as a texture is so clever.
Live: #debug" target="_blank" rel="nofollow noopener">gpgpu-flow-field.vercel.app/#debug
#threeJS
#threejsJourney
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@RichiCoder I pass static attributes using a buffer geometry, but the position of each vertex is unpredictable frame to frame.
Position is saved, read and updated every frame. Frame rate with too many particles would slog without using FBO's.
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@jgifforddev So you are not using any buffer Geometry.. you pass all vertices as a texture, main reason for this?
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@Lukico_ Keep in mind this means your model will be black unless you add fragment shaders or bake the colors to an attribute in blender.
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@Lukico_ most likely because the model doesn't have a color attribute baked in.
Line 194, just comment out
`particles.geometry.setAttribute(
'aColor',
baseGeometry.instance.attributes.color
);`
and it should get you your model on screen. Other tweaks will be needed to make it pretty.
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@Lukico_ This should work for any glb or gltf. Might need to do some tweaking based on vertex counts of new files.
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Since this is getting a decent amount of views, this project is from threejs-journey.com a three.js course by @bruno_simon .
I don't normally think courses are worth the money, but his course is truly phenomenal. Quite cheap too, highly recommend if you're interested.
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@jerryjohnthomas @threejs The xyzw coordinate of individual pixels are stored as rgba color codes in a texture and then read as xyzw by the vertex shader.
If you’ll ignore the markup on the photo, this is the rgba encoding for the sphere on screen. The texture is hidden in the final result.

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@jgifforddev @threejs Looks cool, what do u mean by encoding data as a texture in this?
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