Andrew Chen (@andrewchene) 's Twitter Profile
Andrew Chen

@andrewchene

Just a self-tought frontend developer.

ID: 925277407405150208

linkhttp://erdong-chen.com calendar_today31-10-2017 08:24:59

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Nikita Lisitsa (@lisyarus) 's Twitter Profile Photo

As promised, a (mostly) beginner-friendly thread on how to code simple physical simulations like those I've been posting recently.

🌈 George Corney (@haxiomic) 's Twitter Profile Photo

Particle toy experiment, motion blur is simulated by stretching particles along their velocity in the vertex shader. Cheap trick but worked surprisingly well! (WebGL, three.js, TypeScript)

☄︎ (@0xca0a) 's Twitter Profile Photo

Helped someone on Reddit to figure out a site made by C2 Montréal. An interesting mix of HTML & WebGL blend modes i haven't seen explored before. Then i figured we still need to announce R3F V9. Wanted to make sth big but let's do that for v10. ↓ What's new in v9

Simon (@iced_coffee_dev) 's Twitter Profile Photo

🕹️ Fiddling around with a new character controller for the Three.js/GameDev course. Big thanks to Quaternius for the amazing model and animation library—putting them to good use! 🔔 Want to be notified? Sign up here 👉simondev.teachable.com/p/games-three-…

Maeda Mameo (@mamesoncom) 's Twitter Profile Photo

Manipulating joints of a large number of six-leged insects. Try tilt their house with orbit controls. Made with #threejs TSL live demo (all source code is in html of the page) -> mameson.com/experiment/gls…

Garrett Johnson 🦋 (@garrettkjohnson) 's Twitter Profile Photo

QuantizedMesh support has been added to 3DTilesRenderer thanks to another grant from Cesium! The plugin supports normals, water masks, tile skirts, & "just works" with Cesium Ion. Support for texture overlays in progress! 🌎✨ #threejs #3dtiles #javascript #gis #nasajpl

Bruno Simon (@bruno_simon) 's Twitter Profile Photo

It's egg hunt time! 🥚🧺 And I have 3 surprises for you. A new devlog 👉 youtu.be/O8LUJicF7v4 An alpha version of my portfolio 👉 threejs-journey.com/apps/easter-20… And a 30% discount code for Three.js Journey 👉 threejs-journey.com/join/easter2025

Andrew Chen (@andrewchene) 's Twitter Profile Photo

🕹️ Preparing a brand new BVH-based character controller which is lightweight, flexible, and requires no physics engine. 🍻 Big thanks to Garrett Johnson 🦋 for his incredible three-mesh-bvh library that made all this possible. #threejs #threejsJourney #webdev #gamedev #r3f #ecctrl

Simon (@iced_coffee_dev) 's Twitter Profile Photo

🧵 TSL is looking pretty awesome, but I got you covered until then. I just hit publish on ~2 hours of new content to the course, covering how to dig into Three.js's internals, and we cap the project off with some terrain with erosion and scattering tricks. 🎓It's live in the

Anderson Mancini (@andersonmancini) 's Twitter Profile Photo

I'm back to working on my water simulator for interactive experiences using #threejs + #r3f. This time, I'm experimenting with #WebGPU and #TSL for better performance. I'm loving it more and more by the minute. The link and potentially a tutorial will be available soon. But if

Bilal El Moussaoui (@arleq1n) 's Twitter Profile Photo

my new portfolio website is now online! i fell in love with mechanical worlds, turning like music box so i built one to tell my story 🎫 bilal.show you scroll to turn the cylinder and explore my world 🎠 #threejs #b3d #blender #threejsjourney

Andrew Chen (@andrewchene) 's Twitter Profile Photo

🕹️#BVHEcctrl now supports static, kinematic, and instanced static colliders! Instanced meshes share one BVH collider, minimizing performance impact. In testing, instanced colliders performed very similarly to regular instanced meshes. #threejs #threejsJourney #webdev #r3f #ecctrl

Andrew Chen (@andrewchene) 's Twitter Profile Photo

Well… just a minor update on handling instanced colliders. Try to squeeze out a bit more performance 🫠 #threejs #threejsJourney #webdev #gamedev #r3f #ecctrl #bvhecctrl

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.