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1/5 🧵 Three.js Blocks Physics demos are live 🚀 Three.js-first API, WebGL fallback ✅. Native Mesh/InstancedMesh/BatchedMesh integration. Runs in a Service Worker with instant SharedArrayBuffer sync. Physics is just so fast. Surf Mode is getting better, try it! 👀🎮

35,405 views • 6 months ago •via X (Twitter)

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Why the character movement in my custom game engine felt janky and how I fixed it. In a game engine, most often, a character moves using the physics engine. Meaning, the player is not just a coordinate in space but a physical body. It has velocity, it handles collisions, and it interacts with the world. Now, as you might know, physics engines need stability. If you run them at variable framerates, things start breaking. Objects phase through walls or fly off into space because the math becomes unpredictable. This is why most game engines lock their physics loop to a 60Hz fixed rate. But here’s the problem: If you have a high-end system, you don't want to limit it at 60 FPS. That's a waste of good hardware. Now, that said, if the GPU is rendering at 144 FPS but the player's position (physics driven) only updates 60 times a second, it creates a micro-stutter that ruins the "smooth" feel of the game. A good way to fix this is to treat the character as two separate things: 1. The Physics Body (Invisible part): This is the "real" character. It lives in the 60Hz physics world, it moves the player and handles collisions. 2. The Visual Model and Camera (Visible part): This is what the player actually sees. It doesn't care about collisions, its only job is to look nice and smooth at whatever framerate the GPU is pushing. Once you have this separation, you can use interpolation to keep them in sync. Every time the physics clock ticks, you save the previous position of the invisible body before moving it to the new one. Between those ticks, calculate how far we are between the last physics update and the next one. By using this to drive the visible parts of the game, the stutters disappear. The physics loop stays fixed behind the scenes, while the visuals slide smoothly between the snapshots. Example: - Right after a tick: blend_weight= 0.0 (The visual model stays at the old physics position). - Halfway to the next: blend_weight= 0.5 (The visual model slides to the middle point). - Just before the next: blend_weight= 0.9 (The visual model is almost at the new physics position). Pro-Tip A critical mistake I made initially, and one many devs make, is parenting the camera and visible parts directly to the player body. If you do this, the camera inherits the discrete 60Hz physics movement by default. In that setup, interpolation won't work because the camera is "stuck" to the physics clock. For this fix to work you must decouple the camera and visuals from the body and move them separately. Player movement processing in Detis Engine: - fixed_process: Physics runs at 60Hz. Handles collisions and raw movement. - process: Variable rate. Mainly used for player input caching in the player case. - late_process: Variable rate. Handles interpolated camera movement after physics and everything else is done being processed. - render. Submits the final interpolated transforms to the GPU. The test environment in the video is running on an old 2070-based laptop. Hopefully the video compression won't introduce any stutter... I’m sharing this in hopes it helps a fellow dev. Cheers.

Ioannis Koukourakis

48,636 views • 6 months ago

Special thanks to Google DeepMind for inviting me to try out Genie 3. I'm excited to share my thoughts on this early research prototype and also some of my live recordings below: I spent the whole day playing with the system and when it works, it is truly mind blowing🤯. It is the first neural game engine / world model I have tried that generalizes so well and has long term world consistency. Here’s a couple of examples from my live recording and some thoughts on what it means for the future of gaming, robotics, digital experiences and ASI. Where it shines: - Truly general-purpose and quick startup time. Works exceptionally well for gaming environments but also generalizes to other industrial and real-world scenarios. - It learns physics. Although there are systematic failures even for rigid body physics, it was clear to me that it can learn game engine and non-rigid physics without an underlying engine (and in limit learn from game engines via training data). - It works exceptionally well for stylized environments with characters walking around. This will have implications for concept artists, level designers and game devs. - It is way more fun than video models, indicating that there are high retention consumer experiences waiting to be built with this in the future - Photorealistic walk throughs and drone shots work exceptionally well - Global illumination and lighting works surprisingly well - Visual memory is quite powerful and the same objects approximately remain coherent under occlusion and longer time horizons Open Problems: - Physics is still hard and there are obvious failure cases when I tried the classical intuitive physics experiments from psychology (tower of blocks). - Social and multi-agent interactions are tricky to handle. 1vs1 combat games do not work - Long instruction following and simple combinatorial game logic fails (e.g. collect some points / keys etc, go to the door, unlock and so on) - Action space is limited - It is far from being a real game engines and has a long way to go but this is a clear glimpse into the future. The Future: - It is impressive enough for me to have strong conviction that this is going to disrupt the gaming industry. It is super early days and there are a lot of failures but the writing is on the wall. Lots of challenging scientific, engineering and scaling problems to be solved but it is going to happen in the next 5 years. - This is the final piece before we get full AGI and now I think we are well on our way to truly solve it once something like this is scaled up. In many ways it is more ASI than AGI but this is a matter of definitions. The fidelity and generalizability will reach human-level and quickly surpass humans - People are going to combine this with 3D AI and LLMs to build AAA games.

Tejas Kulkarni

87,960 views • 11 months ago

Vibe Coding 3D Garment Software with ThreeJS : A Small Step For Me So, after modeling the human i did what any reasonable vibe coder would do, i asked codex how to get clothes for my models After it was done running subliminal ad campaigns for Marvelous Designer and CLO 3D, i asked it to explain their architecture to me and adapt it to my threejs app. Guess what it did? You damn right, it built the most basic shit interpretation you can think of. And this is the average interaction the Anti-AI coders have until they conclude that AI is slop and/or it can only work if you micro manage it on every line of code. Well, eons of humanities knowledge are now packaged in tiny silicon and transferred across the globe in realtime, available on tap. So anyways i just iterated quite a lot over it, told it repeatedly why it was bad (the initial one used rapier physics and a naive cloth simulation) We found out together that: 1. A ground truth document model is needed 2. The visual mesh in 3D should be triangulated from the 2D shape 3. The physical object is running independently through different solvers: - A fast proxy which is generated by reading all the bones in runtime and just inflating these areas with spheres and capsules - A medium quality proxy which resamples the human model and creates a lower-poly mesh for simulations - Full mesh simulation (can't run it, every simulation tick takes about 5 minutes on my machine) It ended the session by telling me that this is still crap because it runs everything on CPU (thanks, not that i care, but i guess we'll be fixing that?) Oh yea also built a 2D canvas editor with boolean operations so i can build cool stuff like ponchos. It also allows me to mark stitches between two objects, which is how the shirt in the video pulls towards the other half. The garment's properties and materials are not yet exposed, yes i know it looks very stiff like a poncho made from a persian rug, we're working on it, okay? So, yea, tbh this is another endless rabbit hole, let's go i guess

robot

38,935 views • 2 months ago

Introducing GGEZ: The Nextjs for ThreeJS Games It's an open source framework which adds all the missing pieces to vibe code better ThreeJS games It has full codex integration, so a $20 ChatGPT sub is enough to build games! Literally "bun run start" and you have the full development environment on localhost 0. GGEZ Runtime - Abstraction layer over physics libraries - Character Controllers - It's just ThreeJS, no magic - Load ggez scenes and animations automatically 1. Trident - a World Editor - Codex World agent - A full editor to build scenes - Including Mesh editing, vertex, edge, face - Terrain sculpting - Physics and Player Controller settings - It's just exporting json files and glb assets, no magic 2. Animation Studio - The best you can find on the web - Codex Animation agent - Build state machines and animation graphs - Multi dimensional blend trees - Clip Editor: Create new animations with codex or edit keyframes - Equipment Editor: Never miss the placement of your rifle anymore - ROOT MOTION SUPPORT 3. GGEZ CLI Yea relax, it works fully headless and you can just create new games with bunx create-ggez new-game But at this point just use vanilla threejs?? Anyways if you are like me and you can't guess with code where objects should be placed and you are fifty prompts deep into figuring out where that box should be placed, this is for you If you are an anti AI game developer who insists that this is slop, then just leave a raging comment below please it's good for the algo 🙏 The whole thing is absolutely experimental and things will break as i move very fast, but I will be building my game with it so i will make sure it becomes stable asap! Link to repo below

robot

44,009 views • 4 months ago

🔥 Pi Network Has Officially Entered Beast Mode – Global Payment Giants Now Support It! While others doubted, we built. While the world watched, Pi Network quietly integrated with the biggest financial platforms on Earth. And now… we’re ready. 💪🌎 💥 The Walls Are Down. Pi Is Borderless. The Open Mainnet is live, the infrastructure is in place, and now the final pieces are falling into place — Pi Network is supported by a massive alliance of global payment powerhouses, including: 🛡️ Exchange Titans & Fiat Gateways: •✅ Binance P2P •✅ Binance Connect •✅ Transak •✅ Sardine •✅ Topper •✅ UTORG •✅ Paybis •✅ Onmeta •✅ Onramp Money •✅ •✅ TransFi •✅ DFX •✅ Alchemy Pay •✅ Banxa •✅ BTC Direct •✅ Coinify •✅ MoonPay •✅ Fonbnk •✅ GateConnect •✅ Unlimit •✅ Guardarian •✅ Koywe •✅ LocalRamp •✅ Yellow Card 💳 World-Class Fintechs Now Support Pi: •✅ Stripe •✅ Skrill Crypto •✅ Revolut 🌐 This Is Bigger Than Just Crypto Stripe and Skrill aren’t just crypto services — they’re global payment kings. And now they’re helping Pi bridge traditional finance with the new digital economy. Revolut is a top fintech unicorn, and it’s already supporting Pi. Binance is the biggest crypto exchange in the world — and it’s ready. Let that sink in. 🔥 🚀 Why This Changes Everything •🌍 Anyone can access Pi, anywhere in the world •🏦 Buy and sell Pi directly with bank cards, local fiat, Apple Pay, and more •💼 Businesses can now prepare to integrate Pi into payments •🧠 Investors now see the foundation for real-world use and massive growth This is what true mass adoption looks like — infrastructure before hype. Utility before listing. Power before price. 🔮 The World’s Not Ready, But We Are. While other coins chased listings, Pi Network built alliances. While others pumped and dumped, Pi built its own economy. And now? The rocket is fully fueled. We’re not waiting for the future — we’re building it. “You don’t have to be first. You just have to be the one who finishes the race prepared. And Pi Network is ready to dominate.” 📢 Pioneers, Stand Tall Your patience, your faith, your mining, your contribution — it’s all paying off. With 40+ global financial platforms now supporting Pi, we’ve gone from an idea… to an unstoppable force. 🎯 Pi Network is not just another crypto project. 🚀 Pi is the people’s currency — and now the world is opening its gates to it. 📣 Share this. Shout it. Post it. Let every Pioneer know — Pi is ready. Let every skeptic watch — we told you so. Let every investor understand — the game has changed. Pi is no longer coming. Pi is here. 🔥 And the world is about to feel it. Pi Network Nicolas Kokkalis Chengdiao Fan ✅✅✅✅🚀🚀🚀🚀🚀🚀🚀🚀

Mr Spock 𝛑

42,315 views • 1 year ago