
Ash
@AshConnell • 8,950 subscribers
Founder @hyperfy_io • World Building • AI • Web • Tech ⚡️
Videos

quietly building a web based threejs multiplayer world engine that supports an infinite world size, terrain sculpting, painting and detail, a day-night system and supports 1k concurrent players with swappable wearables that runs on a single cheap nodejs server and looks smooth even on my 6 year old iphone's web browser. let that sink in...
Ash15,590 views • 11 days ago

a web based Three.js streamed open-world with 100 unique players running on my 6 year old iphone 12 pro. ai lets me fail fast and go in a bunch of directions until something lands. this would have taken me years without ai! i ended up building a budgeting system for both plots (lods) and avatars (ghost+cull). vram on mobile devices is hyper critical - safari will just kill the page if you go over ~150MB. and yes... every player here is representative of a real player with completely unique wearable meshes each, although animations are all shared and happen on the gpu.
Ash32,635 views • 1 month ago

i've had claude quietly building me a web based mobile-first 2D top down pixel fantasy game powered by Three.js in the background for a few weeks now, it's jam packed full of stuff: - brawl stars style combat across 10 different weapons and play styles - gear layering and animation system with light, medium and heavy armor with different stats - mining, woodcutting, fishing, foraging, smelting, cooking, tanning, etc - basic mobs that roam - ai-powered enemies that know how to use all the same weapons/armor humans do - pvp! overall pretty stoked how this went from literally nothing to all of this in such a short amount of time. let me know if this is something you might wanna play, maybe i'll share a link?
Ash19,751 views • 2 months ago

In-world AI generated scene from scratch! No external tools were used (blender, vscode etc). I simply typed things like `/create scarecrow` or `/edit make bees fly around it` and the AI handled it. The whole session was around 12 minutes, most creations and edits took <10s and while they were happening I just went and duplicated and placed things around. The AI models will get better. Right now there's some confusion where AI gets angles inverted etc, but this all seems fixable. Currently using anthropic API for speed, but I found GPT-5 makes better models but it takes much longer to generate.
Ash16,561 views • 9 months ago

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, postprocessing and shadow passes with both frustum and occlusion culling. Our pipeline now aligns much more closely to unity/unreal because we collect visible objects and issue custom instanced draws on the fly for only those objects every single frame. This is one of the biggest issues engines on the web like three, babylon and playcanvas have and imo the reason people coming from unity/unreal don't take them seriously. There's a lot to unpack here, maybe i'll make a thread soon.
Ash14,901 views • 1 year ago
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