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holtsetio
50 posts
Creative Developer. Love threejs & procedural graphics

00:00- My little verlet-based cloth sim is now online if you want to play with it! 🤗 🔗 holtsetio.com/lab/breeze/ Also check out the 🍁autumn leaves and 🌸sakura petals scenes! It's still a work in progress, next step is adding self-collision. Built with @threejs WebGPURenderer 🚀
00:00 - I built a playable Softbody Tetris using @threejs #tsl and my softbody engine! 🕹️ I still consider it a work in progress, but you can already try it out in your browser here: 🔗 holtsetio.com/lab/tetris/ Not exactly an original idea but I wanted to try this for a long time! :)
00:00 - To all the people who just installed Safari 26 Beta: Now that you can use WebGPU, why don't you give the jellyfish demo that Apple used in the announcement a try? 🪼🤗 🔗 holtsetio.com/lab/aurelia
00:00 - Everyone is talking about liquid glass right now. How about some threejs/WebGPU powered softbody glass? Quick & dirty demo available here: holtsetio.com/lab/softglass Anyone got any ideas how to build something cool out of this? 🤔
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00:00- Looks like Aurelia has become the WebGPU hero demo 🪼
- Replying to @threejsYou're very welcome! :) TSL made working with compute shaders in the browser so much fun, I'm really excited to see what people will build with it! 🚀
- Replying to @CodePlayeeThanks! Code will be on github as usual :) It's based on my simple cloth sim demo you can already check out here: raw.githack.com/mrdoob/three.j… For above demo I just gave the cloth volume and added some BVH accelerated geometry evaluation for the collisions with more complex geometry.
- Replying to @jordancreadev and @mrdoobThis is WebGPU, so I can use storage buffers instead of a datatexture. I'm creating a BVH tree using three-mesh-bvh and then access that in compute shaders.
- Replying to @holtsetioFor a more basic cloth simulation, check out this example I contributed to the Three.js main repo: threejs.org/examples/?q=co…



