Solace
2.6K posts

Solace
@Solacefits
Try Forever In The Stars -- Free to play
Toronto, Ontario 🍁 Katılım Nisan 2022
728 Takip Edilen235 Takipçiler

@SkyeSharkie @threejs There's already a package for trees in #ThreeJS you should have spent your tokens improving it, instead, this is half as good at best. CONTRIBUTE to open source!!!
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ALRIGHT! Introducing SEEDTHREE! A @threejs webgpu procedural plant generator. I'm releasing this fully open source. I built this with Claude Fable and GPT-5.5 Codex + gptimage2 over just the past few days.
The best part is: given the code, your agents can add new plants to it all you want! They just need an understanding of the code and an image generator capable of creating material maps. I highly encourage you to do PRs for any extra plants you add! I'll be adding more myself in future versions.
The system is fully robust: it provides complete LOD and billboards/imposters generation for the plants and you can adjust the detail levels all you want for different platform targets like mobile and/or use lower LODs as your main for extreme optimization.
As this is the first release alpha version, some bugs may have been missed, I encourage you to report any bugs. The repo includes all the assets for the scenery world too, even the ambient sounds of birds and wind!
This is targeted at high end laptop and PC use, it requires baking generated geometry, so you won't be using this on a phone (I mean, feel free to try, but I doubt it'll run well, lol). This is fundamentally an asset generation tool for 3d dev. Have fun!
Github repo link and live demo (you don't even have to download anything for basic non-editing/contributing use!) below ⤵️
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Solace retweetledi

@alightinastorm I need to come back to this thread later… same issues
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vibe-stack.github.io/60fps?debug=1
whoever finds out first how we can get 60fps without losing quality will receive $50-100 in SOL (depending on my mood and how good the answer is)
it's a raw game dump so sorry 50mb
constructing the world takes a while (30-60 seconds), you can interact while it does but the worker queue is clogging hard
anyways, have fun
don't even try on mobile, no chance
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I give up.
Here are all the eng. roles we're hiring for:
- Founding Design Eng. $150K - $250K
- Founding Harness Eng. $130K - $200K
- Founding Infra Eng. $160K - $250K
The comp is all cash base salary and you get significant equity ($400K+) + we offer relocation and visa support.
Please help and support me by:
1. reacting, commenting, reposting
2. share with anyone who might be interested in joining a fast growing startup
3. apply directly with the link in the comments
4. pray @doubleemt will extend the time to hire
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@itsericlay If you're hiring Candians, my stuff is packed and I'll depart for SF tomorrow.
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@merijnvanes Hmm can we get three.js to run on your local GPU? Is that a thing that exists?
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Send me your startup. I’ll be the first user. If it’s good, I will invest $500k.
Damien@DamienWayne
Sell me your startup, I’ll be your first user One sentence max
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FOUNDERS: You've been paying to build on Claude. @AnthropicAI launched a program to change that.
@Claudeai for Startups - free API credits and priority rate limits for early-stage VC-backed founders:
- Free Claude API credits
- Highest rate limits, no throttling in production
- Hackathons, Founder Days, and meetups
- Early access to new model releases
Build with the full Claude stack:
Claude API, Claude Code, Claude Managed Agents, and Claude Cowork.
To qualify: your startup must be early-stage and backed by one of Anthropic's partner VCs. Ask your investors for a unique application link.
Apply → claude.com/programs/start…
P.S. Founders using Claude to build - when you're ready to raise, @ThePageform is where your data room lives → pageform.io

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The Rational Case For AAA on ThreeJS
Or "why UE5 shipping a MCP was bad, real bad."
The standard objection to ThreeJS as a serious game engine is technically accurate. It lacks the rendering fidelity, integrated tooling, physics depth, and asset pipeline maturity of Unreal Engine or Unity. A direct capability comparison favors the big engines on nearly every relevant metric.
That objection mistakes the current state of a technology for its trajectory.
The Cost Structure of Traditional AAA Production
Traditional AAA production is built on high fixed costs: large headcount, expensive pipelines, long cycles, platform compliance, and heavy launch marketing. Iteration is costly. Every experiment carries real financial risk because the people and pipelines required are expensive and slow to mobilize. Studios respond predictably: fewer bets, earlier design locks, proven formats.
AI-assisted development restructures this for smaller teams. A team running AI agents across production categories operates at a fundamentally different cost structure. Large studios can't adapt without risking public pressure and embarrassment.
The Distribution Argument
ThreeJS carries no distribution friction by default: no install, no launcher, no SDK, no licensing, no storefront submission. Link, play, embed, fork, update. No deployment pipeline required. Web frameworks exist, but they’re about code organization. Compile times run in seconds even at scale.
Traditional platforms impose friction (deliberately!) at every stage: curation gates, platform fees, recertifications. A free SSL certificate is all you need in the browser.
A browser game can reach real users within days of a working prototype. Behavioral data flows back in near real time. A feedback loop that scales directly with iteration speed.
Traditional studios won't easily adopt this. Their infrastructure, milestone commitments, and platform relationships are built around the existing model. Attaching AI to a traditional pipeline improves efficiency at the margin but it won't restructure the feedback loop.
Tooling
WebGPU closes the theoretical gap (as browser limits evolve eventually). The performance ceiling of browser-based 3D is rising. ThreeJS is behind Unreal Engine 5 in rendering output at present.
Open, modular, web-native tooling has a different scaling characteristic under AI assistance: it improves fastest where there are the most practitioners directing the most agents at the most specific problems. We can see the exponential growth of tooling around ThreeJS in realtime on X.
Iteration and Market Entry
Disruption in technology markets rarely begins at the top of an incumbent stack. It begins in segments the incumbents do not serve well and do not prioritize: experimental mechanics, web-native game formats, creator tools, procedural sandboxes, simulation toys, viral browser experiences, AI-generated worlds.
These are also the segments where cost-per-experiment is the primary competitive variable and where ThreeJS combined with AI-assisted development is most competitive today.
The correct strategic decision is to be active in the segments where the stack is already competitive, iterate on high volume and production experience and extend toward more demanding experiences as the tooling matures. Waiting for Three to match Unreal before committing to the platform means waiting until the window of structural advantage has already closed.
So, invest in ThreeJS to profit from the next major cycle in gaming, or stay with current technologies to reduce your risk but cap your profits. Just stop acting like none of us know why we are taking this bet. We do. And if we're right, you all haters are cooked.
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