Brian Breiholz (@brianbreiholz) 's Twitter Profile
Brian Breiholz

@brianbreiholz

Web & Game Dev | Graphics, Animation, Tooling | bringing Animation Blueprints to the Web

ID: 848309559076802561

calendar_today01-04-2017 23:02:14

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Brian Breiholz (@brianbreiholz) 's Twitter Profile Photo

Excited to announce that I've shipped my first game! Written from the ground up in Three.js in 3 months and published on VIVERSE Official Some tech stuff that I'm really proud of: - fully custom spherical harmonics prt lighting. Giving a baked diffuse look while still

perplex.gg (@perplexdotgg) 's Twitter Profile Photo

Real-time 3D physics on the web just took a huge leap forward! Bounce is out now and ready for your projects: perplex.gg/bounce Tiny (no wasm) yet performant and fully-featured, Bounce is renderer-agnostic. Our site uses the wonderful #threejs library for #webgl graphics

perplex.gg (@perplexdotgg) 's Twitter Profile Photo

It's out! It's here! It's real! Bounce is out now and open source! npmjs.com/package/@perpl… codeberg.org/perplexdotgg/b… Proper docs, official examples, character controller implementation and more is coming soon. Contributions help ;) We can't wait to see what you build with it!

Brian Breiholz (@brianbreiholz) 's Twitter Profile Photo

For anyone wondering if input latency on the web is a problem (e.g. when drawing at mouse position, controlling a camera...) Watch this to see the difference between native and Web. Even with all of the standard tricks (coalesced events etc) you can't even hit the 10ms quality😭

Web Game Dev (@webgamedevs) 's Twitter Profile Photo

💌 The Web Game Dev Newsletter Issue 028 is out! Read it online here: webgamedev.com/newsletter/028, and subscribe to get the next ones delivered right to your inbox 🚀 #threejs #r3f #gamedev

isaacmason (@isaac_mason_) 's Twitter Profile Photo

navcat, meet world. world, meet navcat. navcat is a new javascript pathfinding library for games and simulations, and it's fully open source ❤️ it does navmesh generation, pathfinding, crowd simulation, navmesh constrained movement, raycasting, more... and it's out on npm now

Brian Breiholz (@brianbreiholz) 's Twitter Profile Photo

WebGL 2 ain't dead yet 🔥 > 10000 draw calls on a 400$ laptop at 60fps. I've been writing a renderer from scratch for my next engine and one milestone was to just drop in this huge kitbashed castle scene on low end hardware: - 13000+ draw calls - 60+ textures - 1mil+ triangles

Brian Breiholz (@brianbreiholz) 's Twitter Profile Photo

That's the issue with pure web tooling for webgames right now :/ Want to profile/debug anything on the GPU? Great, start by building the browser from source.

Arseny Kapoulkine 🇺🇦 (@zeuxcg) 's Twitter Profile Photo

After nine years of development, meshoptimizer has reached its first major version, 1.0! This release focuses on improvements in clusterization and simplification as well as stabilization. Release announcement with more details on past, present and future is below; please RT!

Brian Breiholz (@brianbreiholz) 's Twitter Profile Photo

Since there has been renewed interest/activity re input latency on the web. For anyone with a professional interest in this, I'd suggest making your voice heard here: issues.chromium.org/issues/41158934

Brian Breiholz (@brianbreiholz) 's Twitter Profile Photo

You can tell nobody is using Web Workers from the fact that Chrome has had a bug –for probably a year now– that suppresses any errors in them (making them silently fail instead). Making it _very_ unpleasant to work with.