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Chiro Visuals
@chirovisuals
Web, Game dev & 3D specialist Open for creative projects & collabs 🫶 Contact me through my website or my email : contact@chirostudio.xyz )
185 Following    2.1K Followers
I made a website with 25 mini rooms, each with Claude keeping people company. Created with Claude Opus 5.
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Should i try to build something like this for next week?
I made a website with 25 mini rooms, each with Claude keeping people company. Created with Claude Opus 5.
I've started building my VFX studio for the web in @threejs . Building the previous studios for my games (Texture studio, Environment studio, Asset creation studio, etc.) taught me a lot about methodology, and about how to work toward a specific goal when using AI. I tried making a VFX studio 2 months ago and failed. Astra is here now, obviously, but I think the main reason my results are better is that my thought process has changed. I'll share more VFX soon. I'm optimizing them as I build them, to make sure they stay usable even on low-end PCs.
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new ultimate spells for authored by @chirovisuals Chiro your spells look awesome in the game! I'll prob use them for my MOBA game at @spawn too. #3d# #vfx# #rpg# #mmorpg#
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The burn in paperlab is procedural, so there’s a whole editor for it. Pull it untill it looks like your thing, then hand it to your favorite agent, and it’s burning on your website. It’s open source, fork it Or just use it here
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Happy to be listed on @codrops demos, you can now find my most viral project hosted there : You can access it from here :
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I've built a new opensource Elemental Sandbox, VFX playground built with @threejs . it contains 6 fully custamizable abilities. Everything you see is generated: no textures, no sprite sheets, no baked meshes. hand-written GLSL, GPU-simulated instanced particles, World position resolved in the vertex shaders... Source code :
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I'm open sourcing this burning paper effect. All of it: the burn, the hand tracking, the editor. Turn on your webcam, pinch your thumb and index, and that's all. Also new in Paperlab: copy for AI so your agent can put it on your site. Not a demo, not a waitlist. And I'm building it solo. Among my tools: @threejs @greensock Next up: a UI design that feels as good as the paper. Try it :
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I've built a new opensource Third-Person Soldier Stage in the browser, built with @threejs. 4 techniques, 4 abilities, 2 boons, endless procedural night terrain, ragdoll deaths with no physics engine, katana & gun play. All GLSL. No engine, no physics lib, no asset pipeline. This VFX showcase is an extension of my previous projects to showcase customizable VFX that can be a easily implemented in your projects. Source code: Live link:
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Hey ! to everyone who's interested in the latest open-source project, here is how to replace the character... Oh yep that's @ishowspeedsui xD The reason that i done some extra silly solution splitting the materials and the character mesh, simply because when i tried to host it on cloudflare the file was larger than 25MB, so i done this workaround to split the character rig & the materials. ( I could have hosted the public folder on an R2 bucket but i was running out of time to post it )
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This is my new opensource project with WEBGL2 & @threejs , my goal was to build a third person template of a samurai, so I built 3 techniques ( using the katana ) & 3 magic abilities which are fully procedural. katana fire made of a real raymarched volume, ragdoll with no physics engine, Skeleton was done in mixamo so that it's easy to swap character & a character editor. A lot of manual work done & I used Opus 5 @AnthropicAI help to speed up my vision. Live link: Source code:
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This is my new opensource project with WEBGL2 & @threejs , my goal was to build a third person template of a samurai, so I built 3 techniques ( using the katana ) & 3 magic abilities which are fully procedural. katana fire made of a real raymarched volume, ragdoll with no physics engine, Skeleton was done in mixamo so that it's easy to swap character & a character editor. A lot of manual work done & I used Opus 5 @AnthropicAI help to speed up my vision. Live link: Source code:
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Really proud to share that I’ve published an article on @codrops breaking down my Three.js Mesh Painter project. I go behind the scenes into how it works, the challenges I faced, and some of the techniques I used to build it. check the demo that i created on their website ( Link in the video description )
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We’re continuing our celebration of the first @threejsconf in Paris with more creative work from the Three.js community. ✨ Today, @chirovisuals takes us behind his Geometry Painter, an exploration of painting, procedural growth, and WebGPU/TSL. Read the tutorial & explore the demos:
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I've built a new opensource Elemental Sandbox, VFX playground built with @threejs . it contains 6 fully custamizable abilities. Everything you see is generated: no textures, no sprite sheets, no baked meshes. hand-written GLSL, GPU-simulated instanced particles, World position resolved in the vertex shaders... Source code :
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