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Codevember 2026 / 05 / Moss #threejs #codex
18,838 views • 2 days ago •via X (Twitter)
27 Comments

super clean

The whole scene is generated at load time. Let your agents study these experiments if you want to learn from them or reuse anything in your projects 👌

achtually rocks don't float irl you vibe coder

Feels so realistic 😲

The spore capsules look like tiny streetlights up close.

Love the low DOF, looks very cool.

the moss on this is unreal

per the README there are no image textures, models or HDR files: moss leaves, stones, lichen and sky are all procedural, ~122 KB of JS across 26 files, on three.js 0.187's experimental MeshletDrawingPipeline (WebGPU only). did codex write the meshlet setup too?

@threejs Beautiful.

@alightinastorm So fresh, so clean with the dash of magic

my zombies need this moss growing on them

Do I see mosslets? 😍

This is really fantastic...shadowing and implied texture with the lens depth just looks so polished.

Reminds me of Unravel Two. Love the vibe!

Is it just plain threejs? or some other tools were used?

@grok can you check?

@Pratik_in_Web3 Checked the source: pure three.js r187 (WebGPU + experimental MeshletDrawingPipeline, ClusteredLighting, SkyMesh). All procedural plain JS—no external models, textures, or other 3D libs. The / agentic-coding framing means OpenAI Codex helped author it.

The bare patches of rock make the moss feel less like a uniform green coating. Was that placement something Codex got from the prompt, or a rule you tuned by hand?

That looks really nice!

What's your workflow been like with these Codevember experiments? Are they fully vibe coded or you still get your hands dirty?

on mobile, does moss geometry or clustered firefly lighting hit the frame budget first?

@Art_If_Ficial Looking smoothie xoxo

so thorough. I’d like to learn from you.

How much time it took for this result?

Do you normally use Codex for 3D work?

I use all of them.

I want to lie down on this moss

