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

If you wanna make better looking procedural terrain, this thread is full of simple tricks you can use straight away. #threejs #gamedev
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It's scalability that's safe right? No way to learn that Or reliability, definitely that. taste? crap
I understand the appeal in trying to find the first plausible fortress in our retreat from writing code, but if you think it's "architecture", I have bad news for you. The models are also very good at that.
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Simon retweeted
New video is out now! How to blur images at 20,000 FPS (or 50 microseconds) piped.video/YJVYX8tllj4
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Yes, clearly it was devs who had the outsized ego.
Best part of AI is shattering dev's egos, the worst part of this industry. You are not special. Your code actually sucked like everybody else's. You were never the smartest person. The things my sales guy BIL and designer brother are doing is beyond anything I have done.
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Turned my coastal demo into a cozy fishing game 🎣 dgreenheck.github.io/tidewat… Catch fish, sell them to Joe and buy new tackle and parts for your boat from Marta by the boathouse! Did a lot of additional iteration on the environments, plants, models and graphics, adding in more wear and tear to make it look more realistic. Ran an optimization pass which improved performance from 60FPS to 100FPS, but I chewed up most of that adding in new features. It's also now using native WebGPU to give the AI more control. I thought maybe it would struggle with this since Three.js code is likely much more common in training data, but it never missed a beat. Anyways, this is my last update on this project. Wanted to see how far I could take Opus 5.5. Didn't really find the limits to be honest.
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An interesting problem with AI is that you may still make skilled decisions in the process, but once the end product is made or even shown, many of those decisions can largely be reverse engineered. This is a good example of that: once something exists, it can be Temu'd from a screenshot or video. Mine is just a fun project, so I’m not relying on it for income. In this case, it’s actually kind of fun to watch. Honestly, I’d be interested in seeing more one-shot attempts to recreate it. Then I’ll post details on how the specific parts were built. Who wants to try recreating my Halloween game? Mention which AI you used, roughly how long you spent, and how many extra steps it took. My game in the reply below.
The Space Bunny model is indeed very good. After seeing @iced_coffee_dev's post, I was able to one-shot this using the Space Bunny model on opencode
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Originally, I built this in Three.js with my kids, just a fun little project for Halloween. Had a lot of trouble with perf, especially around load times and frame spikes. Designed a new renderer, asked Codex to build it as a drop-in replacement, and took the kids to their class. Runs faster, no perf spikes, game starts nearly immediately with no visible load time. And now it's my renderer, with no external rendering dependencies. Codex can change whatever it wants. Not sure what to think of this.
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To be clear, this isn't a knock on Three.js at all. It's an amazing library and has all sorts of support for devices and paths that I haven't considered. But it's amazing that you can now get a system fully customized to your exact use case in less time than it takes to run an errand.
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Ever wonder what $1874.40 of Opus 5.5 tokens looks like? Wonder no more. I highly recommend watching the whole video on 1080p on a large screen with sound on. Pay attention to all the little details. - Birds flying and diving into the ocean. - Cloth, signs and lights swaying in the wind. - Crabs scuttling along the shore and burrowing when you get close. - Fish swimming alongside the whale. - Lights illuminating the dock at night Then zoom out and see the entire island. Never dipping below 60 FPS at 1440p resolution. Yes, there's a few bugs and visual artifacts, some textures need improving, the shorelines waves sometimes look funny, but these are so trivial to fix at this point. FYI I'm on the $200 subscription plan. This used 59% of my weekly usage and took 2h 7h of API time using multiple subagents, about 8h in real-time. There was extremely little technical direction here. 99% of my prompts were "Add X and Y" or "This looks weird, make it better". It's a great time for hobbyists, bad time for professionals. This experiment has further cemented my view that technical creatives are about to experience a massive disruption.
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Ported Sky Pro over to Native WebGPU + WGSL without Three.js. Zero external libraries. Seeing a steady 2X-3X performance improvement. Ultra settings at 240FPS @ 1440p. Made sure to match settings as closely as possible. Interesting...
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I think a lot of people are missing the point when they say "just build bigger!", "solve bigger problems!" Months of solving a hard problem on a top-tier, 20x coding plan may be reduced to a prompt by the next generation. Will the next version understand taste and execution better? Will it low-level optimize better? Will it have more varied art styles? Feels like we're arguing about how to build the best sandcastle, and the tide's coming in. @dangreenheck
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I'm sure many of us have thought about it. What's your backup AI-resistant job? I was thinking something manual, like electrician. My father suggested handyman.
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My WebGPU Advanced Glass Material rendering thick glass objects with multi-layered surfaces in comparison with the default MeshPhysicalMaterial. Live link soon. #threejs #r3f
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I wanted to put this out there, I just realized today is a special day 🎂 2 years ago today, I bought the domain threejsresources , with a hope that other devs had the same problems I did. We went from my own bookmark list to a full directory. Since then: 280+ tools added, countless Showcases, AI skills, a Marketplace, our own Courses 😱, a Creator Hub, an MCP server and so many wonderful friends along the way. We learned a lot along the way. Thank you for your submissions! 🙏 I'm happy to keep supporting this community and having fun along the way. Let's see what the future holds for us. Today we have already: 150–200k visitors/month, a growing community, and we're just getting started. 🚀 Special thanks to: 🙌 Dan @dangreenheck — for his continuous support 🙌 Bruno Simon ( @bruno_simon ) — for kindly offering his support to review the Three.js Resources TSL course. Thanks again, man! 🙌 SimonDev ( @iced_coffee_dev ) — for bringing us gaming courses and tutorials 🙌 Carl Schooff ( @snorklTV ) — for supporting us with his GSAP knowledge 🙌 David @makio64 — for holding this community together ( @threejsconf ) 🙌 @Andersonmancini — for his constant support in the comments 🙌 And of course @threejs and @mrdoob — for the trust and support. …and probably 100+ more accounts I could list here ❤️ #threejs #3d #webgpu #webgl #tsl
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Unrelated to this specific recreation, but I've taken a screenshot of a complex effect, given Astra some rough direction on how I think it works, and had it recreate it to an uncomfortable degree. Increasingly powerful models can reverse engineer months of careful work in minutes, especially with a bit of experienced guidance. I think right now this mostly threatens fungible work. You can't swap "Lord of the Rings" for "Boss of the Circle Things", but you can absolutely swap Product A that does FOO for Product B that also does FOO. For a lot of us, our ideas were part of the execution, the creativity needed to figure out how to build the FOO. For those of us who built FOOs: what's your path forward? What keeps your work non-fungible when someone can spin up a "Temu"/"Amazon Basics" version?
This flamethrower is inspired by Dan Greenheck. Starting with only a screen recording as a visual reference, it took me two iterations to achieve this result. Built with GPT-6 Astra using Three.js. I used 2x/4x speed in video on menu selections to keep the video short.
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Simon retweeted
A real-time coastal simulation in Three.js, pairing a shallow-water solver with breaking swells, whitewater, wet sand and shoreline exploration. Open source code in the post below.
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I just scrolled past a great ocean from @zackontopx, and here's another already.
I built a new open-source ocean using @threejs, i wanted to give it a little bit more time than the initial version that i published. - Pure WebGL2 GLSL, Fully procedural with clouds and light control. You can find all of the technical details in the repo Source code : github.com/achrefelouafi/Wat…
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Simon retweeted
The new WebGPU & TSL course is live 🚀 ✅ 21 lessons ✅ 23+ hours of video ✅ Quizzes and certificate ✅ First lesson free $45, or $25 if you own the Three.js Journey course (September only) 👉 threejs-journey.com/webgpu-t…
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Wow there's a lot of really high quality water happening lately in the browser space!
I love storms, so I built one in the browser 🌩️. Volumetric clouds, FFT waves, rain and lightning with @threejs. Inspired by @dangreenheck's ocean and sky work. I'm writing a dev article on how it works. Follow me for the breakdown.
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Simon retweeted
If you are a brand or packaging designer, you’ll love this.
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