Razel

167 posts

Razel

Razel

@Rahzell83

Web Game Developer

France Katılım Aralık 2010
141 Takip Edilen140 Takipçiler
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David Ronai
David Ronai@makio64·
Threejs Conf Paris, here we go ! 🚀 --> threejs.paris Waitlist open !
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Simon
Simon@iced_coffee_dev·
Lerp is used everywhere in games. It’s simple, but combined with a few small tricks it becomes incredibly powerful. This thread is full of visual examples.
Simon tweet media
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Razel
Razel@Rahzell83·
Finally got this little spider moving procedurally thanks to @threejs’s CCDIKSolver 🕷️🕸️ Next step is to make the legs terrain-aware so they can adapt their position to the ground shape. 👣 #threejs #webgl #blender #gamedev
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Razel
Razel@Rahzell83·
@onirenaud Seeing the amazing work you do with Three.js Blocks, I wonder how performant a navmesh system designed by you would be.
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Renaud
Renaud@onirenaud·
It's satisfying to watch A* find its way through a maze. I added pathfinding to the RTS camera's click-to-move controls with full debug visualization.
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Razel
Razel@Rahzell83·
@onirenaud I’m literally surfing the web🥹
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Renaud
Renaud@onirenaud·
1/5 🧵 Three.js Blocks Physics demos are live 🚀 Three.js-first API, WebGL fallback ✅. Native Mesh/InstancedMesh/BatchedMesh integration. Runs in a Service Worker with instant SharedArrayBuffer sync. Physics is just so fast. Surf Mode is getting better, try it! 👀🎮
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Razel
Razel@Rahzell83·
@hxtnv44 If most assets use the same material, you should definitely try using BatchedMesh instead of instancing. It would significantly reduce draw calls and even supports per-object frustum culling.
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hxtnv.
hxtnv.@hxtnv44·
adding more stuff to my map editor and decided to import an entire city map and the results are very impressive all of this rendered in just ~250 draw calls threejs is cool #gamedev #indiedev #threejs
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Ash
Ash@AshConnell·
Finally solved all the big things needed to prove occlusion culling is viable in the @hyperfy_io engine. All culling happens directly at render time and instantly, we've taken over the @threejs render pipeline to use our spatial hierarchy and manually issue renders, postprocessing and shadow passes with both frustum and occlusion culling. Our pipeline now aligns much more closely to unity/unreal because we collect visible objects and issue custom instanced draws on the fly for only those objects every single frame. This is one of the biggest issues engines on the web like three, babylon and playcanvas have and imo the reason people coming from unity/unreal don't take them seriously. There's a lot to unpack here, maybe i'll make a thread soon.
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Quaternius
Quaternius@quaternius·
210+ Textured Fantasy Props Compatible with all engines (UE, Godot, Unity) Many of them free. Coming out on monday! #gamedev
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Andrew Chen
Andrew Chen@AndrewChenE·
🕹️#BVHEcctrl now supports static, kinematic, and instanced static colliders! Instanced meshes share one BVH collider, minimizing performance impact. In testing, instanced colliders performed very similarly to regular instanced meshes. #threejs #threejsJourney #webdev #r3f #ecctrl
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