Shan Shaw

79 posts

Shan Shaw

Shan Shaw

@CodePlayee

focus on threejs now

Katılım Eylül 2017
118 Takip Edilen12 Takipçiler
Shan Shaw
Shan Shaw@CodePlayee·
@robin7331 Wow,that's super interesting! Do you mind if I want to build a similar one using AI too?
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Robin Reiter
Robin Reiter@robin7331·
Vibe coded a robot lawn mower zen garden. 🧘 - physics (mower is actually driving with friction on its wheels) - grass is growing (and affected by the mower and wind) - battery is draining - fence wiring is fully simulated A few more details 👇
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Shan Shaw
Shan Shaw@CodePlayee·
@Jarzabek I don't know,I just can't see the future.
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Shan Shaw
Shan Shaw@CodePlayee·
Opus 4.7 is a master of both astronomy and shader, realizing physical phenomena like the Doppler effect, Einstein rings, and accretion disks. I'm starting to worry that AI is devouring human like black hole.
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Shan Shaw
Shan Shaw@CodePlayee·
@threejs AI prefer threejs when coding 3D!
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Three.js
Three.js@threejs·
6M downloads/week 🚀
Three.js tweet media
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Shan Shaw
Shan Shaw@CodePlayee·
@garrettkjohnson Thanks for making so many powerful things for threejs ecosystem👍
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Garrett Johnson
Garrett Johnson@garrettkjohnson·
I revisited my parallel IK system for the first time in awhile to make some ergonomic improvements & got perf improved by over 50% in some cases 🦾🤖 I still have some more improvements in mind, though, when I have some more time. Repo link below 👇 #threejs #webgl #robotics
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0xVeltra
0xVeltra@0xVeltra·
@CodePlayee Depends on the models, for this version I bought all the buildings from Unity Asset Store. Exported it in FBX, import in blender and export in GLTF from blender after a few modifications. You can also use @TencentHunyuan to generate it or just Blender if you have the knowledge.
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Garrett Johnson
Garrett Johnson@garrettkjohnson·
I'm planning to move this to three-mesh-bvh but I'm trying to decide on a class name. "SceneBVH" gives the impression that it will only work at the scene level while it will work for any root in the scene graph. Any ideas? "ObjectsBVH"? "Object3DBVH"? #threejs #gamedev
Garrett Johnson@garrettkjohnson

Using the same scene-wide BVH you can run accelerate frustum culling, as well. With this 500,000-instance BatchedMesh culling runs in less than 1/8th the time 🚀 #threejs #gamedev

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Shan Shaw retweetledi
karminski-牙医
karminski-牙医@karminski3·
一个退学艺术生,如何在 AI 时代"躺"赢? Three.js 官方X账号刚刚发布了一张图:每周下载量突破了 400 万。 看这条增长曲线——2016到2021年一直在缓慢爬坡,但从2022年开始突然起飞。这个时间点恰好是 AI 时代的元年。 我感叹AI时代风足够大什么都能飞起来的同时, 搜了下作者, 结果发现这个作者压根不是科班出身, 甚至还退学了? Three.js 的创始人叫 Ricardo Cabello,网名 Mr.doob。他中学学电子,后来转去学艺术,中间退学了。最大的兴趣是在 Demoscene 圈子里做图形作品。Demoscene 你可以理解为一群极客的地下艺术运动,他们用代码写出炫酷的视觉动画,比的是谁能用最小的程序做出最惊艳的效果。 2010年,他想做一个 3D 游戏引擎。结果被 Flash 的性能限制卡死了,项目失败。 但他没有放弃。 他把失败的游戏引擎拆了,转向刚刚出现的 WebGL——一种让浏览器能直接渲染 3D 图形的技术,不需要安装任何插件,打开网页就能看到 3D 效果——重新写了一个 3D 渲染库。 这就是 Three.js 的起源。它不是为了 AI 或商业计划出生的,它源于一个失败项目的残骸。 接下来的 16 年,Three.js 经历了什么? 早期接口极不稳定,文档匮乏,社区只能靠"作品展示 + 口碑"维系。渲染器经历多次重构。论坛上大量用户抱怨:教程过旧、版本升级老是不兼容旧代码、开发者文档跟不上。没有市场部,没有公关团队,没有增长黑客。 而最关键的是:Three.js 从未接受过一分钱风险投资。零 VC,零融资,完全靠开源社区和用户赞助维持运营。 当别人忙着融资、烧钱、追风口的时候,Mr.doob 只是安静地写代码。 然后,AI 时代来了。 现在AI 生成的 3D 模型, AI 数字人实时渲染, AI 驱动的虚拟场景需要可视化都要用 Three.js。甚至 Sora 生成的视频的交互式呈现用的也是 Three.js。 AI 创造内容,Three.js 呈现内容。 一个 16 年前诞生于失败项目的开源库,突然成了 AI 时代不可或缺的基础设施。这条增长曲线,比大多数拿了几亿美金融资的 AI 独角兽都漂亮。 这给我们一个重要启示: 当所有人都在追逐 AI 应用层——做 Agent、做 Copilot、做 AI 原生应用的时候,别忘了:AI 的繁荣需要整个生态的支撑。 做 AI 的下游,比如 Agent、应用,是机会。 做 AI 的上游,比如基础设施、工具链,同样是机会。 Three.js 没有蹭任何 AI 热点,没有往产品里加任何 AI 功能。但它让 AI 的产出变得可见、可交互、可触达。 在淘金热中,卖铲子的人同样能发财。 如果你正在寻找创业方向,不妨问自己三个问题: 当 AI 无处不在的时候,什么东西会变得更加重要? 什么基础设施会被更多人需要? 哪些"管道"会承载更大的流量? Mr.doob 用 16 年给出了一个答案: 不追风口,做好未来几十年都需要的基础设施,等风来。 x.com/threejs/status…
karminski-牙医 tweet media
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Shan Shaw
Shan Shaw@CodePlayee·
@threejs Why it grows so fast recently? Maybe ai likes threejs when coding 3D?
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Three.js
Three.js@threejs·
4M downloads/week 🚀
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N'yog Sothep
N'yog Sothep@NyogSothep0·
Smoke-Driven Particle Advection Simulation in Three.js #threejs
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Codetaur
Codetaur@codetaur·
some volumetric testing in threejs
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Shan Shaw
Shan Shaw@CodePlayee·
Tire deform! See how the tire deforms to the ground, it requires no extra works on modeling at all, just vertex offset. #threejs #gamedev #webgl #gamecar
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Shota Matsuda 松田 聖大
Shota Matsuda 松田 聖大@shotamatsuda·
Released initial support for WebGPU/TSL in @takram/three-atmosphere. It features much faster LUT generation, physically correct lighting at large-scale scenes, geometry-based lens flare/glare effect and more. It took longer than I anticipated. github.com/takram-design-…
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Imphenzia / Stefan
Imphenzia / Stefan@Imphenzia·
Controlled drifting with a keyboard - I am liking this!
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