Simon

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Simon

Simon

@iced_coffee_dev

Funemployed ex-(Google/game dev). I code things, mostly game related, sometimes not.

เข้าร่วม Mayıs 2020
94 กำลังติดตาม10K ผู้ติดตาม
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Simon
Simon@iced_coffee_dev·
Most online tools only optimize file size, but they're still reinflated in memory. This tool will optimize your GLTF/GLB assets and export to GPU-compressed KTX2, entirely client-side. Try it here: gltf-optimizer.simondev.io #threejs #gamedev
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Freya Holmér
Freya Holmér@FreyaHolmer·
been feeling kinda stressed lately so I made a little prototype is this anything
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Kiaran Ritchie
Kiaran Ritchie@kiaran_ritchie·
In the future, you'll turn DLSS off and see this
Kiaran Ritchie tweet media
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Sahil K
Sahil K@SahilK027·
🧵1/7 Performance optimisations, already?🔥 Optimised the vast forest in my open-world game Remnance - 3.5M → 950K triangles - GPU time 5.3ms → 3.0ms - Stable 60 FPS - Zero visual loss. Zero features removed Myth, Reality & Fix for every lesson learned #threejs #gamedev
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Simon@iced_coffee_dev·
Most online tools only optimize file size, but they're still reinflated in memory. This tool will optimize your GLTF/GLB assets and export to GPU-compressed KTX2, entirely client-side. Try it here: gltf-optimizer.simondev.io #threejs #gamedev
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Simon@iced_coffee_dev·
If you're building a 3D website or a game, you really want your assets compressed this way. Free, desktop-only, KTX2 + mipmaps, mesh compression options (including Draco), built on the already excellent gltf-transform by @donrmccurdy gltf-optimizer.simondev.io
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Simon@iced_coffee_dev·
You can fiddle with the parameters, but one quick Sketchfab example: No compression: 39 MB file, 342 MB in memory Other online tools: 4.26 MB file, 22 MB in memory gltf-optimizer: 0.68 MB file, 6 MB in memory
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Dan Greenheck
Dan Greenheck@dangreenheck·
Well it took an all nighter (isn't all the best coding done at 4AM?!), but Three.js Water Pro v2.0 has launched! 🚀 threejsroadmap.com/threejs-water-… Super excited about this launch—I've added a new wave system, sky/water transitions, improved foam effects, reflections, and so much more. Here's a little cinematic trailer I put together (sound on🫧). Enjoy!
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Sahil K
Sahil K@SahilK027·
🌄 First look at my Three.js open-world game! Physics ✓ Terrain ✓ Grass ✓ Day-night cycle ✓ Wind ✓ Cosy browser explorer game, no downloads! Journey from scene to playable game starts now. 🎮 What next? Drop ideas 👇 #gamedev #ThreeJS #WebGL #openworld #indiegame
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Dan Greenheck
Dan Greenheck@dangreenheck·
I made a visual shader editor for @threejs... and I'm ready for people to start breaking it! 🔨💥 threejsshadergraph.com
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Mike Turitzin
Mike Turitzin@miketuritzin·
Metallic materials are now officially supported in my engine. Previously, I hacked this for some videos by interpreting inverse "roughness" as "metallic", but obviously that isn't a great long-term solution :)
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Simon@iced_coffee_dev·
Extending this to 2D is easy, a point on the unit circle is already: (cosθ, sinθ) So a simple orbit is just: • pos = center + radius * (cosθ, sinθ) (where θ changes over time)
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Simon@iced_coffee_dev·
Trig shows up everywhere in gamedev, but SOHCAHTOA isn’t that intuitive. Let’s cover what sin/cos are in a way that’s easy to understand, with some nice visual examples.
Simon tweet media
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