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Dan Greenheck
@dangreenheck
Catholic ✝️ Father of 2 gremlins 👹 Serial hobbyist 🎨 Building
135 Following    7.3K Followers
If only EZ-Tree could look this good someday!
With #UnrealEngine# 5.8, we get more procedural vegetation support to finally create things not only from scratch, but use other trees as a base if we want. Which is what this is. I think this will be a fun tutorial to make for this Sunday. What do you guys think? 😉 It won't be super super in depth, since it's just preview and there's quite a bit of crashing and whatnot. But to get yourself familiar with some basics, I think it'll be good. You can check it out on the youtube channel once it's out for free as always:
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Three.js Water Pro is making Subnautica in the browser a real possibility. Rewrote the lighting model so light reflecting off the ocean floor is now refracted and attenuated based on real-world physics. Still can't believe what a difference it makes🤯
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Three.js Water Pro V3 is launching soon! 🚀 I am putting together a migration guide since the new updates introduced a few breaking changes. You can also point your agent at this document and it can help do the migration for you.
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I was watching some Subnautica 2 footage and it made me realize I'm not refracting the light coming off the bottom of the ocean. I really wish I would stop finding these things so I can get v3 released!🤦🏻‍♂️
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To support determinism in Three.js Water Pro, I had to switch to a fixed 60 Hz update rate for the wave sim. An unintended side effect of this is the average FPS has increased by a few % since I'm now doing less work on average when FPS > 60, since some frames skip the wave sim. Overall, the next version should see a 15-20% improvement in performance thanks to some other optimizations I made! 🔥
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Dabbling in Rust/wgpu after using Three.js exclusively for the last 3 years has made me incredibly grateful how quickly I can iterate and build with Three.js and not wait for my damn code to compile.
Added in a road system! Citizens now travel to and from work instead of teleporting. Unlike SimCity, I'm modeling every single parking spot! Haven't implemented the traffic system, that should make things interesting with everyone fighting to get to work by 8am 😂
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Working on a new preset for Water Pro. What should I call it? 🤔
Doing some early experimentation building a city sim with Rust + Bevy. My idea is to simulate everything at the level of the citizen (hunger, social, etc.) and then the overall city behavior will emerge from all the citizens going about their day and interacting. What you're looking at is citizens starting off asleep in their houses (the 10x10 grid), then waking up, eating and chilling in their living room before they head off to work (the other buildings). At the end of the work day, they earn money for every hour worked. Rent is due weekly. Up next is building out a transportation network so the citizens have to travel to work and walk between places. No idea if this idea will work but curious to see how it evolves!
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Well I figured out the secret to rage-baiting game devs—tell them your project is AAA 😂
I love when the literary works are in bloom built with threejs / webgpu
Playing around with an accumulating wetness map on terrain. This has multiple uses - it emphasises small transient streams that don't have enough data resolution otherwise, and also suppresses vegetation growth in riverbeds over time.
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"AAA graphics aren't possible in the browser" Hold my beer 🍺
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Pine trees are so fluffy now! 😍
I got an email this morning of a new PR against EZ-Tree. Someone added custom rounded normals to the leaves. Looks so damn good I can't get over it! I never knew about this technique. Will get it merged in tonight pending everything looks good.
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I made a visual shader editor for @threejs... and I'm ready for people to start breaking it! 🔨💥