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isaacmason

@isaac_mason_

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Drinking takeaway code, writing clean coffee.

Joined November 2021
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@isaac_mason_
isaacmason
4 months
I haven't posted a sketch in a while, here's a new one called "crawlers" - an exploration of inverse kinematics and procedural animation. Added googly eyes after realising I made a nightmare configurator 😂😅. #gamedev #threejs
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@isaac_mason_
isaacmason
2 days
Crowd simulation isn't going to be a feature included in nav3d. but it will be an example you can copy-paste into your project 😄.Agent logic can vary a lot in velocity control, offmesh anims, etc, so instead of providing an abstraction I'm providing a starting point. #threejs
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@isaac_mason_
isaacmason
6 days
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@isaac_mason_
isaacmason
7 days
RT @XorDev: Not to brag, but I know every number.
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@isaac_mason_
isaacmason
7 days
Sneak peek at "nav3d", my upcoming javascript navmesh generation and querying library. If you used recast-navigation-js and enjoyed it, but felt sads about the big wasm bundle and wasm quirks (manual memory cleanup, js->wasm call overheads), then watch this space :). #threejs
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@isaac_mason_
isaacmason
7 days
RT @BrianBreiholz: Here is what the touch controls for Alfi's Adventures, my @threejs game on @VIVERSEofficial look like. Also, if you lik….
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@isaac_mason_
isaacmason
7 days
RT @afrokick: 🔥Big update incoming!. We're gearing up for our next major release, and at the heart of it is a brand-new Lighting System!. N….
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@isaac_mason_
isaacmason
8 days
RT @dan5sch: Here's an update on my small-voxel renderer, inspired by the look of games like Doom and Quake. The work I shared last year fo….
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@isaac_mason_
isaacmason
12 days
RT @afrokick: The entire game(including props) was built right in the browser!. - Rendering: @threejs.- Physics: Jolt.- Multiplayer: WebSoc….
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@isaac_mason_
isaacmason
24 days
RT @BrianBreiholz: Excited to announce that I've shipped my first game! Written from the ground up in @threejs in 3 months and published on….
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@isaac_mason_
isaacmason
4 months
RT @webgamedevs: 💌 The Web Game Dev Newsletter Issue 026 is out! Read it online here: and subscribe to get the nex….
webgamedev.com
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@isaac_mason_
isaacmason
4 months
Per usual, the sketch is open source and can be found on my website / github:. live: github:
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@isaac_mason_
isaacmason
4 months
This is my first stab at foot placement procedural animation so my approach is fairly rudimentary. tl;dr. - raycast to find an ideal foot position.- step if the current vs ideal distance exceeds some threshold, and a leg is within their slot in a repeating step phase timer
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@isaac_mason_
isaacmason
4 months
I created a handful of controls to quickly throw together new "crawlers". If I use this in a game someday I'd imagine creating a bunch of different characters and enemies just with different crawler configurations.
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@isaac_mason_
isaacmason
5 months
RT @kotsoft: My dev analysis/roadmap for Liquid Layers Maker, Voxel Mash and Liquid Crystal.
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@isaac_mason_
isaacmason
5 months
RT @Tooley1998: Making good progress on caves in Lay of the Land. They can break through to the surface in some pretty cool ways. I especia….
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@isaac_mason_
isaacmason
6 months
RT @jrouwe: With built in Jolt Physics!.
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@isaac_mason_
isaacmason
6 months
RT @threejs: Three.js r174 released 🦆.
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@isaac_mason_
isaacmason
7 months
RT @anslogen: Introducing Slow Roads 2.0 - procedurally-generated, scenic roads for endless driving zen. Built with.@threejs to run in your….
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@isaac_mason_
isaacmason
8 months
RT @0xca0a: thanks to @verekia for his detailed guide on all the quirks and @Cody_J_Bennett for profiling current @….
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Contribute to verekia/three-gpu-ecosystem-tests development by creating an account on GitHub.
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