Pinned Tweet
I’ll soon be launching the Tour of TSL, a migration of the TSL Spec to this new platform, I hope to release it alongside the next one @threejs release. I’m also creating special content for the @threejsconf.
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Sunag retweeted
Testing out a new procedural environment for the Three.js Water Pro demo.

I wanted something with a bit larger scale that promotes exploration.

What am I missing?
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i could play with these particles all day

portfolio wip made w/ three.js, TSL
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Went through @threejsJourney Anvil GPU compute lesson today. Making particles with @threejs TSL is so much easier than what I used before.

Made a little demo tsl-particle-character.vercel.app of particles morphing between Chinese characters to practice what I learned. Had a lot of fun oving so fast, I do wonder if learning all this still makes sense lol

#threejs #threejsjourney #tsl #webgpu #creativecoding #particle
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784KB is really insane!
Spent a bunch of tokens over the last few weeks building a fully procedural New York simulation.

mrdoob.github.io/slop-newyork/

It's only 784KB gzipped and the code is on github, so you can do whatever you want with it ✌️
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Sunag retweeted
Spent a bunch of tokens over the last few weeks building a fully procedural New York simulation.

mrdoob.github.io/slop-newyork/

It's only 784KB gzipped and the code is on github, so you can do whatever you want with it ✌️
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Sunag retweeted
Remember my talk at @threejsconf ?

Well, the project is now live and public :)

erco.com/knowledge

Developed with @threejs and @WebGPU
#threejs #webgpu
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I'm loving Bruno Simon's new course. It's like unlocking new powers.

@bruno_simon @threejs
#webgpu #tsl #blue #threejs
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Those rats clearly needed to be fancier, so I added some color AND Level of Detail. 🐀🟢 🟠 🔴

Went from 20M vertices to 4M, with barely any visible difference.

#threejs #tsl #webgpu
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Sunag retweeted
🇨🇭 R3F v10 alpha 6 is out now! 🇨🇭

We took your feedback from @threejsconf and brewed a fresh alpha. Our biggest yet with 200+ commits thanks largely to @DennisSmolek. Turns out a major version is a good time for a few major changes.

✧ WebGPURenderer by default
✧ TSL hooks get -three/tsl
✧ cleaner imports, only bundle the renderer you use
✧ share one renderer across canvases with a single prop
✧ better React 19 support, smoother hot reloads and cleanup
✧ the scheduler gets fixed timestep physics

For a WebGLRenderer-first experience import your Canvas from react-three/fiber/legacy and keep going.

All your feedback is what keeps this moving forward. Give it a spin and tell us what breaks.

Release notes 👉 github.com/pmndrs/react-t…
Example 👉 pmndrs.github.io/examples/examp…
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Sunag retweeted
📺 new #threejs (Opus?) stream today, two parallel projects:
a) using SDFs for particles collisions, soft shadows, baking AO/ thickness Blender. Tech prompts.
b) naive prompt to make a nice scene of similar direction.
You judge where we are now
youtube.com/live/0_1WDKZKX…
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doodling with #threejs #webgpu
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Your AI already knows how to do this.
Now you will too 👇

Full video: youtu.be/N1rIC35MDjw
This weekend I went fishing. 🎣

4,000 fish, one lantern, zero lines of code written by me. I also didn't know what half of it was called.

Play with it: school.wawasensei.dev
Full breakdown 👇
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Sunag retweeted
welcome to GNM head for three.js
lo-th.github.io/head/
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Ported Unity's Megacity (GDC 2019) to Three.js

✅ ~45 fps on a MacBook Air M1
✅ Full demo compressed down to 75 MB
❌ No live link because of Unity's asset license 😕
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The WebGPUPathTracer branch is finally merged! With upscaling and denoising supported. Initial release coming tomorrow!

But for now check out a demo here ✨

gkjohnson.github.io/three-gpu-path…

#threejs #webgpu
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LAUNCH TIME! 🏁
Play it for free now: threejspunk.com

This is NOT a demo. It’s a full racing game made with #threejs.
🏎️ 50+ missions
🚗 Multiple cars
💎 Collectibles
🌧️ Realistic rendering, rain, reflections & physics
🌃 A huge city to explore
📱 Desktop + mobile

Built withte, and a lot of custom rendering techniques — pushing game quality on the Web as far as I can.

I hope you like it 😍. Thanks to all beta testers for their input. Thank you, @sea3dformat, for helping me with performance and story.

#threejs #WebGPU #TSL #WebGL #gamedev #indiedev
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Continuing the experiment: the most complex fully procedural world I can get out of three.js. Zero downloaded assets, sound included.

This time the lead is Opus 5.5.

One prompt + a reference image → a plan. Then I kicked off 3 plan steps by hand. Never asked it to fix is the first pass, zero correction rounds.

3h36m active · 445 requests · +5,010 lines · ~$60 at API pricing

Reference in the replies 👇

#threejs #tsl
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I turned #threejs Cyberpunk scene into a game. 🚗💨

A big city to explore, drifting, missions, and a lot of crazy things to discover.

And yes — it will be free to play.

I’m building this as an experiment to see how far we can push game quality on the Web, while giving you end some quality time in the city.

More missions. More secrets. More details.
Coming soon. 🌧️🌃

Watch the sneak peek. Sound on 🔈.
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A solo developer is building RED SKIES AT DAWN entirely with Three.js r186, WebGPU and TSL. The storm demo combines ocean waves, volumetric clouds, rain, foam and spray in one real-time scene. #threejs #WebGPU #TSL #IndieDev reddit.com/r/threejs/comm…
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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 uttling 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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