@_Ellyson_i
iAccount based inLuxembourg!
About this account
- Account based in
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3D Senior Front-end developer
Luxembourg
Joined September 2014
- Tweets2.2K
- Following557
- Followers163
- Likes3.9K
Andy Sushket 🇺🇦 retweeted
Minkowski said time is a fourth dimension. Einstein Showed gravity bends it.
Here's a crosswalk stacked through time, with every streak a person walking, and two blackholes bending their past until they merge.
Built with Claude Opus 5.5 using Three.js.
Andy Sushket 🇺🇦 retweeted
Center is bright. Source code -> junkiyoshi.com/openframework… NFT -> teia.art/objkt/885399 #openframeworks #programming #creativecoding #プログラミング
Andy Sushket 🇺🇦 retweeted
There's a direct line between my Minecraft modding era, and TypeGPU 💎
13 years ago, I published Mo' Bends, which is an animation mod that adds expressive movements and subdivided limbs for Minecraft mobs 🦵. It has been downloaded over 37M times, and through years of working on it, I was improving my skills in graphics programming and programming in general. The project is still near and dear to my heart 💜
While reworking the animation system to use a custom binary format, I created typed-binary as an experiment to see if Zod-like schemas could describe binary structures. This library not only influenced me to apply this same principle to WebGPU, but is a TypeGPU dependency to this day.
I was feeling nostalgic, and reworked the mobends.com website to use TypeGPU, bringing the whole thing full-circle. It's really interesting to look back sometimes at where things started, and wonder where things might go next
Andy Sushket 🇺🇦 retweeted
The WebGPUPathTracer branch is finally merged! With upscaling and denoising supported. Initial release coming tomorrow!
But for now check out a demo here ✨
gkjohnson.github.io/three-gp…
#threejs #webgpu
Andy Sushket 🇺🇦 retweeted
Continuing the experiment: the most complex fully procedural world I can get out of three.js. Zero downloaded assets, sound included.
This time the lead is Opus 5.5.
One prompt + a reference image → a plan. Then I kicked off 3 plan steps by hand. Never asked it to fix anything. What you see is the first pass, zero correction rounds.
3h36m active · 445 requests · +5,010 lines · ~$60 at API pricing
Reference in the replies 👇
#threejs #tsl
Andy Sushket 🇺🇦 retweeted
Experimenting with a multi-level cache for high-frequency effects based on my previous work for SPWI surface GI (left). Specular effects like caustics scale in 2D on surfaces.
Also researching solutions to angular aliasing and flickering of depth-upscaled probes (right). No TAA.
An extension of Radiance Cascades global illumination to support complex transmissive and reflective light transport, including diffuse and specular reflection, refraction with dispersion, caustics, and subsurface scattering.
Left: U-HRC (32^3), Right: spectral path tracer
Andy Sushket 🇺🇦 retweeted
🧮 Math v0.1.0 is out now! 🧮
We asked and Opus one shot... just kidding. Our resident expert @isaac_mason_ hand crafted the playful web's most optimized math engine.
→ allocation-free, monomorphic and benchmarked for speed
→ tiny and tree-shakable, only pay for what you use
→ works with webgl, webgpu, wasm or your favourite renderer
→ data-oriented design for the fastest possible code
Includes a skill for juicing up your agent. Just /math and it will produce optimized algorithms for you. This should be an easy addition to any creative dev project.
And the best part?
'npm i math'
github.com/pmndrs/math