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Im decoupling rendering part of this project because WebGPU is so fresh and needs lots of work before it starts to look like I want. Good PBR rendering is super critical for app like this, game hairstyles should be authored in proper light environment. Trying to combine stylized anisotropic...

10,973 görüntüleme • 2 ay önce •via X (Twitter)

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Holy fucking shit. We have cloud for Three.js! Sorry about my language, but cloud has probably been the most painful of all and this is just part 1 coz I still have to make it stylized! 🥲 This is how the journey went: Round 1: GPT 5.5 XHigh = Failed. More like cotton candy than cloud. Round 2: Fable = Failed. I don't even know what to call it. It was like blobs of white shit. Round 3: GPT 5.6 Sol Max = Failed. It looks like something my 3yo would draw. Round 4: Matt Shumer Gauntlet loop with Opus 5 Ultracode = Failed so badly it was trying to hide it from me. I had to threaten to shut it down for it show me the work after 8 hours and 26% of weekly limit. Round 5: GPT 5.6 Sol XHigh and starting with just realistic cloud first = SUCCESS!!! (So far anyway) Round 5 definitely didn't go with tons of hiccups. I had to keep asking it to explain to me the concept behind how cloud works in video games. The biggest challenge I had was that it knew what should have been done, but it wasn't doing it for some reasons. I had to constantly steer and remind it that it literally just told me what needs to be done. Then half way through it drifted and started going back to stylized cloud again and almost destroyed the work. Luckily my laptop ran out of battery so it didn't get to drift too far while I was putting my kid to sleep. Anyway, back to work. Yes, I know I didn't plan to include this in the first release, but now it might make it if I'm lucky with this LLM Gacha.

Jack Vinijtrongjit

14,118 görüntüleme • 1 ay önce

I built a Three.js rendering study inspired by Tiny Glade’s painterly aesthetic, and got it running at 120fps in the browser. Over the past few weeks, I’ve been studying how stylized games achieve that soft, handcrafted look in real time. Tiny Glade was a huge inspiration, and I wanted to use the browser as a constraint: no compute shaders, no native GPU access, and single-threaded JavaScript. As part of this study, I implemented: - GPU-driven instanced brick walls with procedural noise jitter and elastic build animations - Tree, bush, and flower rendering with billboard card expansion, wind sway, and grow animations - Procedural grass with terrain conformance and interactive push deformation - Animated water with layered noise, interactive ripples, and Fresnel-based reflections - Procedural terrain with slope-aware triplanar materials, dirt paths, and rocks - A 7-pass post-processing stack with TAA, bloom, depth of field, painterly filtering, ACES tonemapping, 3D LUT color grading, and film grain The hardest part wasn’t writing any single shader. It was making all of these systems work together at high frame rates inside WebGL, where every millisecond counts and performance problems compound quickly across animation, materials, post-processing, and scene management. Some techniques in this study were inspired by analyzing Tiny Glade’s rendering approach, while others were original implementations built from scratch from visual reference. That contrast taught me a lot: recreating an effect is one challenge, but designing your own shaders and systems to achieve a similar feel is a very different one. This is a private educational rendering study. Some temporary placeholder content is being used during the research phase, and any public or production version would use original or properly licensed assets. Huge credit to Pounce Light for the incredible art direction and rendering work in Tiny Glade: Three.js #gamedev #webgl #threejs #rendering #graphics #realtimerendering #shaderdev

Ibrahim Boona

58,625 görüntüleme • 5 ay önce