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Today, MJ breaks down False Earth, an incredible WebGPU-powered world where the heavy lifting happens on the GPU: procedural grass, VAT animation, compute shaders, indirect draw, LOD, and GPU-driven culling. Go behind the scenes:

21,581 görüntüleme • 3 ay önce •via X (Twitter)

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Hey everyone, today I want to introduce a project that’s aiming to redefine how we access compute for AI — it’s called GPUAI. 🔶 GPUAI: Unlocking Global GPU Power for the AI Era GPUAI isn’t just another GPU marketplace or leasing service. It’s a fully decentralized protocol that connects idle GPU resources around the world — from gaming PCs to data center clusters — and transforms them into a high-performance compute network for AI workloads. 🧠 Why does it matter? Right now, the biggest bottleneck in AI isn’t algorithms — it’s access to compute. Training and running models requires massive GPU power, but it’s locked up in centralized cloud platforms, expensive and hard to access for smaller teams. With GPUAI, anyone can tap into a global GPU pool that’s: ✅ Fully decentralized ✅ Reputation-based and smart contract coordinated ✅ Encrypted and secure ✅ Token-incentivized — meaning contributors get rewarded in $GPUAI 📈 For developers, it’s a flexible way to access GPU compute for training, inference, and more — without cloud lock-in. 💰 For GPU owners, it’s a chance to monetize idle hardware that would otherwise go unused. The protocol is live, the apps are active, and the ecosystem is growing fast. 🌐 Try it yourself at 📖 Learn more on 🎮 Play our community games at This is real infrastructure for the future of AI, not hype. Follow them and explore their mission of decentralized computing at Tell me what you think - if you have a GPU, you can start profiting now. #GPUAI #Web3Infrastructure #AIComputing #DePIN #Decentralization

The Crypto GEMs

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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

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58,625 görüntüleme • 4 ay önce