Algorithmic Artist | Audiovisual Explorer | WebGL Developer

Europe
This is algorithmic art. This is responsive art. This is interactive art. #creativecoding #particles
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a sneak peek at my recent global illumination work color bleeding, light bounces... love spending an obscene amount of time on these effects :), they are so satisfying to get right r3f.maximeheckel.com/global-…
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300 frames
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We are releasing → classcad.ai today: AI driven embeddable CAD. If you ever enjoyed my OSS projects (zustand, react-spring, r3f, pmndrs), these all came out of CC. 🍻 A small 🇨🇭 team has been working on CAD for so many years, release seemed always out of reach. This is a huge milestone for us and i'd appreciate a RT. 🙏
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Testing out crab-based inverse kinematics with closed-chain-ik-js 🦀 #threejs #gamedev
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✨ Glyph v0.1.0 coming out party ✨ The typography engine for the web. Finally, text that looks like it came from a native app in your web pipeline. → gpu-first with batched drawing and incremental updates → bitmap, mtsdf and slug in one engine → correct multilingual text, shaping, bidi, cjk, ligatures, font fallback → paragraphs that wrap, justify, flow around shapes and 3d objects → one font pipeline for three.js, R3F, typegpu or your own renderer github.com/pmndrs/glyph
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I built a little sandboard in @threejs and webgpu to play with, and yes, on mobile multitouch is supported still a first draft, but i really like the feel of it You can play at: sand.scottsun.io Source: github.com/scottstts/Sandboa…
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Finally feeling like I’ve landed back from Three.js Conf 🥳 First things first, gave the time it deserves to properly experience the first chapter of Oracles of the New Wilderness by my amazing girlfriend! Into scifi graphic novels? Check it out on IG or patreon.com/cw/OraclesoftheN…
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I've been reflecting on why @threejsconf felt so special... ​Leaving aside my obvious bias, I think it comes down to this: it happened organically. It grew out of the community, rather than being imposed onto it. 🧵
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Accidentally disabled the friction and things escalated quickly. Honestly, this would be a pretty badass game.
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Jaume Sanchez Elias 🇺🇦
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Some updates on the electronic badges for @threejsconf. Every speaker’s badge detects the ones nearby and says hi 👋 with a randomized animation The goal: turn it into a social game, with a leaderboard of who met who. ESP-NOW makes it possible: peer-to-peer, no Wi-Fi connection needed, and easy on the battery.
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Non Photorealistic Rendering progress, it starts looking good 😀 at least that's what I had in mind ! ~158 Kb geometry, need to optimize the splines. rendered in #threejs
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One day, plants will cover everything we see and there will be no one to see it.
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60 FPS body tracking + mask segmentation at 2K in portrait, off GPU! Running on Apple Neural Engine: Body pose:~9ms (6x faster than Mediapipe) Mask:~9ms (quality is super impressive) GPU is still free for Three.js fun! My goal is advanced installation for <1000$ (M6 Mac Mini)
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Don't let your node UIs become spaghetti, embrace cable management
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Made a small stylized grass tool with Codex and @threejs You can paint directly on the ground to control where the grass grows, and tweak things like density, noise and direction. Still a work in progress, but it’s already pretty fun to play with. #ThreeJS #WebGL #CreativeCoding
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Cyberpunk-ish ⚡️ Maybe not an entire city…but at least one rainy alley built with #threejs + WebGPU that weighs only 15 MB. Live link: threejspunk.vercel.app/ This is also a sneak peek at some of the techniques that @sea3dformat and I will be covering during our workshop at @threejsconf. More on that below 🤗 I hope you like it #WebGPU #creativecoding #threejsJourney
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What if, when you needed something organic, your design tool just did the physics? Right now anything that should bend, squish or react to another shape, you fake by hand with the pen tool. So I have been building a tool where shapes are actually soft.
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