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Geometry picking, widget textures, custom materials. :) Flutter Scene 0.18.1 📺

12,728 Aufrufe • vor 3 Monaten •via X (Twitter)

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Will Astra kill us in the future? 😱 Maybe Maybe not. But it absolutely killed this by recreating Barcelona’s Camp Nou in 3D with 86,964 individually selectable seats ❤️‍🔥 You can literally pick any seat and see what your view would look like from that exact position inside the stadium. You can also switch between daylight, golden hour, and floodlit night modes to get a much more realistic feel. I very much loved how it optimized the website’s performance by reducing the overview seat geometry from 2,087,136 triangles to 695,712, which is around a 67% reduction, without reducing the number of seats. The stadium itself is built using procedural geometry and custom BufferGeometry, while Astra used InstancedMesh, spatial batching, and custom distance based LOD to efficiently render and manage nearly 87K selectable seats without creating tens of thousands of separate scene objects. For interaction and realism, it also uses optimized raycasting with broad phase batch rejection, TSL and WebGPU materials, shader driven surface detail, and proper seat level camera transitions. A month ago, I built an imaginary stadium using Claude Fable 5. It was great too, but this feels much more realistic. Astra went further by adding proper doorways, staircases, concourses, tier structures, tunnels, railings, and other architectural details you would expect in an actual stadium. Really classy. We should do this for more stadiums and eventually rethink the ticketing experience altogether. Live:

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Updated 3D world generated from a reference image with Opus 5. This burned 20% of my weekly quota, but now I can interact with objects in the space and it remembers previous interactions. It started generating indoors but had to stop it (didn't want to burn through my weekly limits). The interesting part was the iterative refinement from Opus 5 subagents. The first pass was not great visually (see the post below), but quality improved dramatically as the agents iterated and validated their own work (really impressed). Its incredible that these agents have subjective assessment on what "visually" appealing looks like. Prompt used with Opus 5 (ultracode) + reference image: Build an explorable 3D world in Three.js based on the attached image. Requirements First-person controls (WASD + mouse look), collision detection, no clipping through geometry AAA visuals: PBR materials, HDRI-based lighting, real shadows, post-processing (tone mapping, bloom, AA) Physics on anything that moves or can be interacted with 60fps on a mid-range GPU Process Split the work into independent streams: terrain, props/geometry, materials/textures, lighting, physics, controls/camera, performance. Assign one sub-agent per stream. Each sub-agent owns its stream end to end and reports what it built plus what is still weak. Integrate, then run a review pass: walk the world, list every visible defect, fix them. Repeat that loop until a full pass produces zero defects, or until 5 loops. Report anything unresolved either way. Deliver a single runnable project plus launch instructions.

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27,549 Aufrufe • vor 1 Monat