
Dan Greenheck
@dangreenheck • 12,608 subscribers
Catholic ✝️ Husband 👫 Father 👹 3D Wizard 🧙🏼♂️ 🗺️ https://t.co/hvt2fd6AnM
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Ever wonder what $1874.40 of Opus 5.5 tokens looks like? Wonder no more. I highly recommend watching the whole video on 1080p on a large screen with sound on. Pay attention to all the little details. - Birds flying and diving into the ocean. - Cloth, signs and lights swaying in the wind. - Crabs scuttling along the shore and burrowing when you get close. - Fish swimming alongside the whale. - Lights illuminating the dock at night Then zoom out and see the entire island. Never dipping below 60 FPS at 1440p resolution. Yes, there's a few bugs and visual artifacts, some textures need improving, the shorelines waves sometimes look funny, but these are so trivial to fix at this point. FYI I'm on the $200 subscription plan. This used 59% of my weekly usage and took 2h 7h of API time using multiple subagents, about 8h in real-time. There was extremely little technical direction here. 99% of my prompts were "Add X and Y" or "This looks weird, make it better". It's a great time for hobbyists, bad time for professionals. This experiment has further cemented my view that technical creatives are about to experience a massive disruption.
Dan Greenheck895,431 views • 25 days ago

Since Steam is taking absolutely ages to approve my account, I figured I'd show a little preview of what I'm working on! About 6 years ago, I had the idea of making a multiplayer wizard dueling game where every single part of the environment was destructible. This motivated me to create OpenFracture for Unity, which eventually became three-piñata for Three.js. I never ended up making the game, but I finally remembered the idea and decided to try building out a prototype! Lots of work left all around, but I was able to get local multiplayer working and the core concept feels quite fun. Let me know what you think!
Dan Greenheck69,325 views • 13 days ago

Turned my coastal demo into a cozy fishing game 🎣 Catch fish, sell them to Joe and buy new tackle and parts for your boat from Marta by the boathouse! Did a lot of additional iteration on the environments, plants, models and graphics, adding in more wear and tear to make it look more realistic. Ran an optimization pass which improved performance from 60FPS to 100FPS, but I chewed up most of that adding in new features. It's also now using native WebGPU to give the AI more control. I thought maybe it would struggle with this since Three.js code is likely much more common in training data, but it never missed a beat. Anyways, this is my last update on this project. Wanted to see how far I could take Opus 5.5. Didn't really find the limits to be honest.
Dan Greenheck67,350 views • 24 days ago

I promised something cool this week. Time to deliver! 🚀 Meet Three.js Particle Fluids—a WebGPU-based library for simulating fluids, rigid/soft bodies, cloth, and gases. Live demo 👉🏻 Source Code 👉🏻 What makes PBFs so special? Because *everything* is represented as particles, you can have fluids, soft-bodies and cloth in a single scene and they all collide and interact with each other. This let's you create some really cool effects that are difficult to do with other methods: - You can squirt water at a cloth and it will push back - Cloth drapes around objects - Soft bodies can float or mix into fluids You can easily tune performance across devices by modifying particle counts. I spent quite a few hours building and researching this a few months ago but it never really reached a level of quality I was happy with releasing. Fast-forward to today, I was able to leverage Opus 5.5 to get the library to a more complete state. Excited to see what people build with this!
Dan Greenheck54,533 views • 20 days ago

I still consider this one of the best Three.js renderings I've ever made.
Dan Greenheck86,292 views • 1 month ago

I've spent the last 6 months and 200+ hours making the best looking water on the web. Today, I'm launching Three.js Water Pro V3, the most advanced iteration yet 🚀 What's New ✅ Completely overhauled wave simulation and lighting ✅ Multiplayer-ready determinism ✅ Persistent wave-crest foam ✅ Sea spray emitters ✅ Wake generators ✅ Rain ...and much more! Learn more 👇🏻
Dan Greenheck223,129 views • 4 months ago

I got a bit carried away today! This was meant to be the Water Pro v4 demo, but at this point it's becoming so much more considering all of the extra features around it. Still trying to navigate the weirdness that we are all living through right now, but I gotta say I did enjoy watching this little island unfold today. I'm going to continue working on this and address all the little bugs (how many can you count in the video? 😁) and may sell it as an additional premium asset/Three.js engine starter pack to go along with Water Pro. Let me know if any of you are interested. I could bundle some terrain tools into it, texture painting, vegetation placement, etc.
Dan Greenheck34,432 views • 19 days ago

Astra one-shotted this interactive river scene in 30 mins 🤯 I struggled with Sol for 2 weeks on this and Astra was able to get a working prototype first try. Honestly, this gets me really excited because it raises the bar for what is now possible in the browser.
Dan Greenheck69,936 views • 1 month ago

After 5 failed attempts and a week of long nights (thanks for nothing Claude), I finally have seamless air/water transitions in Three.js Water Pro. I was going to save this for V3 but the existing transition was so bad, I wanted to get it fixed and done right. If you want to get notified when Three.js Water Pro V2 gets released—plus weekly Three.js tips and tutorials—be sure to sign up for my newsletter. You'll also receive a code for 10% OFF you first order when you sign up!
Dan Greenheck207,070 views • 7 months ago

"AAA graphics aren't possible in the browser" Hold my beer 🍺
Dan Greenheck117,224 views • 5 months ago