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Andrea Gargaro Profile
Andrea Gargaro

@agargaro_dev

Followers
523
Following
1K
Media
15
Statuses
134

Uncreative developer

Santeramo in Colle, Puglia
Joined November 2023
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@ggsimm
Gianmarco Simone ✨
1 day
Applying dietsprite to a generated octahedral impostor to reduce overdraw, will have to test with a bunch of instances to see how much impact this has #threejs
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@onirenaud
Renaud
1 month
With WebGPU, AAA graphics on the web isn’t a dream anymore. Devs just need native-grade tools. That’s why I’m building Three.js Plus. Today I added GPU culling. Here 5M PBR cubes distributed in <10ms on a convex geo, running at 120fps thanks to object culling & indirect draws.
@onirenaud
Renaud
1 month
Today’s work reminded me: tossing more OSS into the void isn’t it. Too often it fades without support. So instead, I’m putting care into how I share, bundling the code I use daily at @utsuboco into Threejs Plus: advanced, always-up-to-date WebGPU-first components. 1/4
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@Samsyyyy
Samsy 👾🥷🏼
2 months
I did something → https://t.co/0Wv3MPcrxS Sound on & bring friends with you. Open to new opportunities. WebGPU @threejs
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@dammafra
Francesco
2 months
New #threejsJourney challenge means new addictive mini #webgame! 🎣 Hook a Fish! is live: catch as many fish as you can and beat your high score. Try it out on desktop or mobile and don’t forget to share! 📸👉 https://t.co/KmAiu1W2f0 #threejs #webgl #indiegames #r3f
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@BrianBreiholz
Brian Breiholz
3 months
Excited to announce that I've shipped my first game! Written from the ground up in @threejs in 3 months and published on @VIVERSEofficial Some tech stuff that I'm really proud of: - fully custom spherical harmonics prt lighting. Giving a baked diffuse look while still
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@sweriko
Erik
3 months
This tree is only 2 triangles
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@agargaro_dev
Andrea Gargaro
3 months
Playing with my octahedral impostors library 🤓 There are still things to improve, should I continue? I created a demo with a terrain 3072 x 3072 and 200k trees. It should work on mobile too! Demo: https://t.co/LiUwXEi64c Github ⭐️: https://t.co/WtHXk7NIxN #threejs #webgl
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@iced_coffee_dev
Simon
5 months
Octahedral imposters mentioned yesterday @agargaro_dev. In the shader, I compute the quad the sprite is in, barycentric coordinates, then intepolate between frames. First pass, not super robust. They're alpha-tested and the blending could use work. #threejs #gamedev
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@iced_coffee_dev
Simon
5 months
Screwing around with filling out the background with imposters #threejs #webgl #gamedev
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@PavelBoytchev
Pavel Boytchev
5 months
Disfigure doesn't modify skeletons & skins, instead it deforms the whole space. Imagine a space where each point is a matrix. Disfigure figures out these matrices and space gets entangled beyond comprehension. Live: https://t.co/NdPDQcJ8Db #ThreeJS #TSL #disfigure #FMI #SU #js
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@Cody_J_Bennett
Cody Bennett
6 months
Reimplemented Hi-Z via TEXTURE_BASE_LEVEL to avoid ping-ponging during the downsample. This is all hacked into three.js. Not perfect but finally conservative. Next is to implement two-pass occlusion culling and then hierarchical clustering with recent Meshoptimizer improvements.
@Cody_J_Bennett
Cody Bennett
1 year
Working on GPU frustum and occlusion culling again, this time with meshlets and multidraw. Using WebGL, which lacks indirect drawing, so streaming results to the CPU from transform feedback, which lets me display misc stats. Calculating meshlet bounds myself, so no cone culling.
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@agargaro_dev
Andrea Gargaro
6 months
Just added LODs to batched-mesh-extensions! This scene goes from 14 to 1 million triangles in a single draw call — LODs are generated on the fly with meshoptimizer 😁 Demo: https://t.co/2zHA25B6Pa Github: https://t.co/bKANI6p9nG #threejs #webgl #webgpu
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@agargaro_dev
Andrea Gargaro
6 months
I'm working on a new library that adds extension methods for BatchedMesh. One of them builds a BVH to accelerate frustum culling and raycasting. More methods coming soon! Repo: https://t.co/bKANI6p9nG Demo: https://t.co/NXgRqwkwUn #threejs #webgl #webgpu
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@jaimebboyjt
🦋 @jaimebboyjt.bsky.social 🇬🇧 🇻🇪 🇮🇹
6 months
I recently realize the InstanceMesh2 made by @agargaro_dev, and let me tell you is very good https://t.co/bLaPgG0YzR of course, I made this example with @tresjs_dev
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@__rockbiter
Gianluca Lomarco
6 months
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@_Fennec_Xyz
Fennec
6 months
Building a blazing fast ⚡ Wave Function Collapse solver for three.js Sharing some technical notes on how I’m squeezing performance out of every frame. (WIP 🚧 - but already interactive and ultra-fast!) #threejs #gamedev #WFC #creativecoding 🧵1/6
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@agargaro_dev
Andrea Gargaro
6 months
Work in progress on a new library for octahedral impostors based on Ryan Brucks' article. Texture atlas generated at run time, 4096x4096 with 20x20 sprites. Model by @quaternius Demo: https://t.co/LiUwXEi64c Github: https://t.co/WtHXk7NIxN #threejs #webgl
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@garrettkjohnson
Garrett Johnson 🦋
6 months
This is the 5th or 6th time I've written a topography shader & every time it gets a little bit better & I learn a little bit more. It's a nice challenge for anyone learning about shaders! Some details on the plans for this implementation below 👇 #gis #3dtiles #threejs #webgl
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@garrettkjohnson
Garrett Johnson 🦋
7 months
Have we already talked about the @threejs cameo in Donkey Kong?
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@mustache_dev
Alex
7 months
I don't know if you remember, but I showed, some times ago, a R3F project where I recreated the amazing DNA UI from @AssassinsFR 2 using #Threejs Well today, I release it ! But there's some twists to it 😈 Please read below before trying it !
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