hlsvortex

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hlsvortex

hlsvortex

@HLS_dev

Dev | Artist | Builder | Metal Head building indie games and tools

Katılım Mayıs 2013
801 Takip Edilen625 Takipçiler
hlsvortex
hlsvortex@HLS_dev·
@AndyNormore nice! One step at a time haha. One thing that killed my FPS on the Quad Terrain was Alpha on leaves/bushes. I ultimately went if pure geo trees for that reason.
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Andy Normore
Andy Normore@AndyNormore·
@HLS_dev This is where I'm at with mind... you have some challenges coming ;)
Andy Normore tweet media
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hlsvortex
hlsvortex@HLS_dev·
Been slowly plugn away on a webGPU Voxel Terrain Engine for Agartha. Want to go this rout so I can easily build POI's and structures to populate the world. Hopefully I can Keep the FPS good enough to get everything working together. #threejs #webgpu #indiedev
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hlsvortex
hlsvortex@HLS_dev·
#Vibejam: Here it is! I just open-sourced the WebGPU procedural terrain engine I built for the jam. Please Star and Follow! ✨ Procedural Compute Terrain & Biomes 🌊 Depth-based Water & Shoreline Foam 🌱 Instanced Grass with TSL Wind ⛅ Dynamic Sky, IBL & Height Fog 🎮 FPS Controller & Terrain Collision 🎬 WebGPU Bloom & Color Grading Running entirely on the GPU via @threejs! 👇 #WebGPU #Threejs #GameDev #ProceduralGeneration
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Pensing | 3D & Game Develope
@HLS_dev Loving the webGPU voxel terrain vibe—those blocky landscapes look super crisp and the FPS focus will make Agartha feel really alive!
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Miettinen Jesse - Blenderesse
#geometrynodes InfiniteFracture. Time to stop avoiding the last tool and just gotta make it ready. Then I can wrap things up and launch the product. (after making all instructions etc..) Still wip #b3d
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Oriku
Oriku@Oriku175·
Minimalism + ASCII art feels illegal in motion design. Built this inside @hiunicornstudio + @framer and I genuinely can’t stop staring at it.
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Matthew Collison
Matthew Collison@MrCollison·
📣 Introducing Trizen: an ultra-performant game engine and editor built on @threejs , deployed with Electron It's super early alpha, but already has: 🌍 World-per-instance: the editor, play, server, clients all share one code path. 🛜 Yjs CRDT scene: This makes multiplayer figma-like collaboration pretty straight forward (famous last words - we will see!) 🏛️ ECS Architecture - massively inspired by Unity! This makes extending the engine a breeze and means you can do weird stuff like make a mesh be a camera, light and an audio emitter all in a single entity 🗂️ Process-per-tab with IPC communication - you can pull any tab out into a new window, or into a new dockable container - and they remain entirely separate processes with no state recall. This means you can have editor, game and server running - all while you modify stuff in the scene panel in realtime! 🚉 Cross platform: Electron + Three.JS means edit on any desktop/laptop and play on all devices. It is restricted to WebGPU but IMO that's the future so I'm sticking with it! The demo is a bit boring BUT there are so many tiny details if you look. I'm taking this one slow - no more spamming prompts like I did in the #vibejam Also, to be clear, it's 99.9% AI coded BUT - I am reading most of the code - I am giving heavy, heavy direction (prompt essays, figma screens I designed with exact style direction) - I'm doing multiple rounds of planning before each major phase with research and getting a base understanding of game systems (I am NOT a game engine developer by any stretch - I only just released my first game haha) More to come... Once the asset, play systems are in and a few more key components I'll share a demo!
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Alex Rodriguez
Alex Rodriguez@alex2481kobe·
About 61 hours in on the Three.js map builder. Still polishing & debugging. The past couple days: - Full GLB pipeline — import + export round-trip with DRACO, KTX2, and meshopt decoders wired up. Drop a .glb in, edit it in the browser, export it back, opens clean in any other engine - Custom PBR materials. Drop your own albedo / normal / roughness / metalness maps in and they show up on the material picker for any block - Terrain generation + painted-grass scattering — huge thanks to @HLS_dev whose repos I built on top of for both. Procedural mountains, walkable, with grass that scatters when you paint it. - Agent-driven authoring — Claude can drive the editor through Claude in Chrome - Pile of small UX polish on path tools, transform gizmo, hotkey routing, and inspector controls - A whole architectural stair generator. Six layouts, multi-floor stacking, swappable structural frames, optional handrails. - Per-step rotated colliders so the character climbs every layout without skating Still got a long list of bugs and a stack of tools that need fine-tuning. Bigger goal: I'm building this so the community owns it. Open source, MIT, free to fork and contribute. If you've got an idea, I want to hear it. More videos later today.
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StarDune
StarDune@stardunegame·
@HLS_dev Thank you, your project looks very cool!
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StarDune
StarDune@stardunegame·
Showcasing the fully deformable #voxel planets in my game StarDune. If this post reaches you, comment and let me know! It seems only my followers are blessed. #screenshotsaturday
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hlsvortex
hlsvortex@HLS_dev·
@corysimmons123 haha yeah. I was using one of the three.js Tree Generators but the alpha/poly kills FPS. so need to build something more lean that can produce nice looking trees.
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cory
cory@corysimmons123·
@HLS_dev haha that's unfortunate. I'm desperately waiting to see you add trees to this. Is it possible to render trees closer to the camera with higher def and ones further away with way less vertices? Maybe a lil-gui slider to control that. I'm sure there's some industry way to do it.
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hlsvortex
hlsvortex@HLS_dev·
#vibejam: Finished porting the CSM over. Much better shadows and self shadowing terrain now! Should help with a lot of the banding. Added some more grass options to achieve different looks. #indiedev #threejs
hlsvortex@HLS_dev

#Vibejam: Here it is! I just open-sourced the WebGPU procedural terrain engine I built for the jam. Please Star and Follow! ✨ Procedural Compute Terrain & Biomes 🌊 Depth-based Water & Shoreline Foam 🌱 Instanced Grass with TSL Wind ⛅ Dynamic Sky, IBL & Height Fog 🎮 FPS Controller & Terrain Collision 🎬 WebGPU Bloom & Color Grading Running entirely on the GPU via @threejs! 👇 #WebGPU #Threejs #GameDev #ProceduralGeneration

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hlsvortex
hlsvortex@HLS_dev·
@corysimmons123 yeah runs great just keep cascades low. Will def take hit when rendering trees though.
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cory
cory@corysimmons123·
@HLS_dev Kinda crazy how performant that is.
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Melvin Rook
Melvin Rook@bamieater·
@HLS_dev Very awesome. I always love procedural generated terrain, and have it on my list to pick it up again.
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FB
FB@Phoneeeeeeee3e·
@HLS_dev Learn to polish before publish. You can't release with broken biases....
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