I tuned my soldier's walk speed twice in one night chasing foot sliding. Then I measured the clip instead: 3.8, not 1.8. Here's why feet slide in a Three.js character controller and the one-line fix. shanebrumback.com/articles/t… #threejs #gamedev
AI-built Three.js shooter slowing down when bullets fly? The agent is probably raycasting against the full visual meshes. Give it low-poly collision proxies on their own layer and raycast only those.
Wind by branch size is such a nice touch. Are the impostors rebaked when you change age or season, or generated once per tree? Curious how you keep the LOD swap from popping with the cel shading. More Three.js + AI: shanebrumback.com/?v=2026103…
AI-built Three.js game running hot on phones? Check pixel ratio. Agents often pass devicePixelRatio straight in, so a 3x screen renders 9x the pixels. Clamp it: renderer.setPixelRatio(Math.min(devicePixelRatio, 2)). More: shanebrumback.com/?v=2026102…
Shane Brumback retweeted
Admit it, you never expected the Griswold family’s National Lampoon’s Vacation station wagon to pull a Tesla Roadster stunt like this. 🤣
🤖 Made with AI
Super Soldier Battle's health, ammo and shield packs now spread across the whole island. Ammo tops your gun up automatically, and the 8 shields hide in the forest. Press B to block all damage. Free in your browser. #threejs #gamedev shanebrumback.com/articles/d…
Shane Brumback retweeted
Testing out a new procedural environment for the Three.js Water Pro demo.
I wanted something with a bit larger scale that promotes exploration.
What am I missing?
Shane Brumback retweeted
Elon Musk: "We're building up an Optimus academy where Optimus can practice doing a very wide range of tasks"
🦾🥋
AI-built Three.js game freezing the first time a muzzle flash or explosion appears? That's shader compile. Have your agent add each effect to the scene at load and await renderer.compileAsync(scene, camera) before play starts. More: shanebrumback.com
My bullets were flying straight through bunker walls, with no hit and no impact. Here's how I made walls in my Three.js shooter actually stop shots and players: #threejs #gamedev shanebrumback.com/tutorials/…
If textures in your AI-built Three.js scene look washed out, check color space. When the agent loads maps with TextureLoader, set map.colorSpace = THREE.SRGBColorSpace on color and emissive maps only. Normal, roughness and metal maps stay linear. More: shanebrumback.com
If an AI agent spawns enemies from one rigged GLB, check it isn't using model.clone(). Skinned copies share bones and freeze or move together. Use SkeletonUtils.clone(gltf.scene) and give each copy its own AnimationMixer. My rigged soldier tutorial: shanebrumback.com/tutorials/…
Tip if an AI agent builds your Three.js sky: have it feed the sky into scene.environment with PMREMGenerator, so armor, water and metal reflect the same sky you see. Skip it and AI-built scenes look pasted together. My rigged soldier tutorial: shanebrumback.com/tutorials/…
Shane Brumback retweeted
TESLA ROADSTER. The Future of Cars...
Made with @klingai_official
Everything in this video was generated with Kling AI's new Kling 4.0 model.
Now you can try it too!






