Simon (@iced_coffee_dev) 's Twitter Profile
Simon

@iced_coffee_dev

Funemployed ex-(Google/game dev). I code things, mostly game related, sometimes not.

ID: 1256315026639593474

linkhttps://www.youtube.com/channel/UCEwhtpXrg5MmwlH04ANpL8A calendar_today01-05-2020 20:10:24

922 Tweet

8,8K Followers

89 Following

Three.js (@threejs) 's Twitter Profile Photo

Aurelia by holtsetio Completely procedural jellyfish, with verlet physics and fake volumetric lighting. Rendered in WebGPU and TSL. holtsetio.com/lab/aurelia/

ashxn (@ashconnell) 's Twitter Profile Photo

Finally solved all the big things needed to prove occlusion culling is viable in the Hyperfy engine. All culling happens directly at render time and instantly, we've taken over the Three.js render pipeline to use our spatial hierarchy and manually issue renders,

Faraz (@cantbefaraz) 's Twitter Profile Photo

Interactive rug shader - A Three.js port of Dervish's Unity shader. Done in #r3f with Physics via Rapier. Fun project over coffee Live: faraz-portfolio.github.io/demo-2025-inte… Code: github.com/Faraz-Portfoli… #creativecoding #threejs #webgl

Simon (@iced_coffee_dev) 's Twitter Profile Photo

Just added the next part of the graphs and data structures section, covering traversal and pathfinding! Combined they're about 2.5 hours of new content, live now! 🔗 simondev.io #threejs #gamedevelopment

Maxime (@maximeheckel) 's Twitter Profile Photo

📝 New Blog Post 📝 I finally sat down to write about what I learned building a Volumetric Lighting effect for the web In it, I detail how to blend raymarching with post-processing to create beautiful atmospheric light to elevate your next WebGL project blog.maximeheckel.com/posts/shaping-…

📝 New Blog Post 📝

I finally sat down to write about what I learned building a Volumetric Lighting effect for the web

In it, I detail how to blend raymarching with post-processing to create beautiful atmospheric light to elevate your next WebGL project

blog.maximeheckel.com/posts/shaping-…
holtsetio (@holtsetio) 's Twitter Profile Photo

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 Three.js WebGPURenderer 🚀

Dan Greenheck (@dangreenheck) 's Twitter Profile Photo

I'm going to be kicking off a new series of daily posts called "Three.js Tip of the Day"💡 These will be little bite-sized bits of info about Three.js that you may or may not know! Be sure to follow to get these daily posts 👍 #threejs #webgl #webgpu

Simon (@iced_coffee_dev) 's Twitter Profile Photo

A little followup to the last section: If you understand heuristics and admissibility, you can tweak A* to run much faster! If you're willing to sacrifice perfection, faster still. Learn about it in my latest section on graph traversal. simondev.io

Xor (@xordev) 's Twitter Profile Photo

Starting a new series of super lightweight shaders: "Nova" vec2 p=(FC.xy*2.-r.x)/r.y;float l=1.-length(p);o+=tanh((1.1+sin(p.x+t+vec4(0,2,4,0)))/2e2/max(l,-l*.1));

Anderson Mancini (@andersonmancini) 's Twitter Profile Photo

Source code: github.com/ektogamat/appl… Live link: appleliquidglass.vercel.app I increased the parallax effect in the background to visualize the liquid glass effect better and created a custom settings panel. Please leave a star on GitHub if it was useful 😊 #threejs #r3f #webgl

Cody Bennett (@cody_j_bennett) 's Twitter Profile Photo

SPWI global illumination in 3D with Radiance Cascades and Garrett Johnson 🦋's three-mesh-bvh. Probes are placed in screen-space and trace world-space intervals into a BVH. Resolves offscreen emitters and occluders; memory use tied to screen. Zero-shot, no noise, and fixed cost.

SPWI global illumination in 3D with Radiance Cascades and <a href="/garrettkjohnson/">Garrett Johnson 🦋</a>'s three-mesh-bvh.

Probes are placed in screen-space and trace world-space intervals into a BVH. Resolves offscreen emitters and occluders; memory use tied to screen.

Zero-shot, no noise, and fixed cost.
Xor (@xordev) 's Twitter Profile Photo

"Fiber Optic" vec3 p;for(float z,d,i;i++<7e1;z+=d,o+=.1*(cos(z+sin(p.z)+vec4(6,1,2,0))+1.2)/d/z)p=z*normalize(FC.rgb*2.-r.xyy),p.z-=t/.1,d=.01+.5*length(vec2(cos(atan(p.y,p.x)*5.+.2*p.z)+.5,length(p.xy+sin(p.z*.2+vec2(0,1)))-5.));o=tanh(o);

Carolina Aiazzi (@cora_mat) 's Twitter Profile Photo

Built a sparkling zero-gravity fluid sim in #WebGPU using PBF, marching cubes, and photon mapping for real-time caustics ✨🌊🔮

Faraz (@cantbefaraz) 's Twitter Profile Photo

Another unreleased shader - Puddle with raindrops, splashes, ripples and lightning. Of course, all #threejs and #r3f. Best witih sound. Dont forget to hit "Start" on the demo page! Live: faraz-portfolio.github.io/demo-2023-rain… Code: github.com/Faraz-Portfoli…