Erik
456 posts


@sweriko @lucascassiano @threejs Sweet thanks for sharing, do you mind if I try adapting this to my project?
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AI game dev challenge: build a surfing wave like this in @threejs
Xbox Nostalgia@Xbox_Nostalgia
Kelly Slater's Pro Surfer (2002 Video Game)
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@majidmanzarpour @threejs haha yeah I spent most of the time on the waves and kinda failed towards the end making the surfing physics itself work/fun ^^
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@lucascassiano @majidmanzarpour @threejs here is the core breaking wave logic github.com/sweriko/breaki…
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@sweriko @majidmanzarpour @threejs so cool! do you have the code open for this? I wanna try gpt 5.6 sol to add more realism
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trying to recreate DMM (Digital Molecular Matter) from 2008 using lots of triangles and shaders
Eliza Van Aurich@LostPrimarchII
@sweriko @SXR123 “Noooooo! You’re supposed to make a hyper realistic model with 80 billion polygons and shaders! Each grain of wood should have its own cellular structure and influence on the destruction model!”
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@DUSKdev @TheLocalBogan this is the pom x.com/sweriko/status…
the dmm above is something different, each wall can be instanced, its not cheap though, the pom version is way cheaper and its a single shared material drawn instanced,
Erik@sweriko
same technique, this wall is a single flat quad
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@sweriko @TheLocalBogan Ok so I'm going to let my shader ignorance fully show here...
In a game context would each of these have to be an instanced material per instance in the world?
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@sweriko @JaysLogicDev Genuine question man… what engine you using?
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same technique, this wall is a single flat quad
Sean // Game Dev🥀@sean_gause
kinda nuts that these walls are completely flat and I'm just using parallax to fake the depth
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@TheLocalBogan its parallax occlusion mapping with a per texel mask and some coloring, that allone wont give you physically accurate glass shatter though, peridynamic/fem solver might work for thin glas, maybe coupled with just quads that use pom or prebake with voronoi mask?
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@sweriko You proceed to fuck with my head as per usual… I still really wanna know how you did the wood shader on the plane as I want to make optimised destructible glass for my game 😅
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@JaysLogicDev 2D spatial-hash broadphase to narrow it down to nearby walls, then capsule/obb narrowphase consults a cpu mask that tells it which texels are gone, is one way to get cheap collision.
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@sweriko Brother I’m not challenging you, I’m genuinely asking as a way to learn.
I’m also curious how collision works/updates with this?
I handle all my destruction systems with geometry collections as I only target PC/Consoles and prefer physics based destruction.
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a Threejs portal to Narnia?
The experience includes getting yeeted off the skilift and run over by other players and uh, thats it.
snow.sweriko.com
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@dk19346848 millions of triangles bad, only put triangles where wave go barrel and in proximity to the player, computer happy, ocean still pretty
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@sweriko lol, as a surfer I find the scene of running towards the water to be 100% accurate 🤣
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@sweriko omg this looked soo cool I had to try it lol .. idk how to surf irl so it was hard for me XD
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