mjurczyk πŸ¦– (@thefrontendcat) header
mjurczyk πŸ¦– (@thefrontendcat) profile picture

πŸ‡³πŸ‡±πŸ‡ΉπŸ‡­πŸ‡―πŸ‡΅ gamedev electrical rat WebVDB: https://nitter.cf/t.co/YiFPUP48US

Asiatique
Joined July 2018
Photo by mjurczyk πŸ¦– (@thefrontendcat)Photo by mjurczyk πŸ¦– (@thefrontendcat)Photo by mjurczyk πŸ¦– (@thefrontendcat)Photo by mjurczyk πŸ¦– (@thefrontendcat)Photo by mjurczyk πŸ¦– (@thefrontendcat)Photo by mjurczyk πŸ¦– (@thefrontendcat)Photo by mjurczyk πŸ¦– (@thefrontendcat)Photo by mjurczyk πŸ¦– (@thefrontendcat)Photo by mjurczyk πŸ¦– (@thefrontendcat)
mobile-friendly 5.5GB OpenVDB, available now through your nearest @threejs provider πŸ™‚β€β†”οΈ Live: mjurczyk.github.io/openvdb/ (0.5.x) 5.5GB down to 3 streamable LOD levels: LOD0 1.5MB (near-instant) LOD1 8MB (mid-ground) LOD2 50MB (as detailed as web reasonably needs)
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WebVDB (v0.8.0) live: mjurczyk.github.io/openvdb/ - Support for WebGPURenderer plus full TSL port synced via agent (GLSL WebGLRenderer fallback stays for free) - Fixed HDRI highlights
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lookin waaaaay clean with those WebGPU lights
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mjurczyk πŸ¦– retweeted
Subsurface scattering in-progress for the next three-gpu-pathtracer release! Along with some other nice improvements 🫑
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web gamedev friendly vdbs lets go
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keys to openvdb handed over entirely to a perfectly incapable team of 3 agents to fight over gl hf
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661MB @JangaFX demo animation loaded in <3sec LOD0 -> 1.52MB LOD1 -> 9.24MB LOD2 -> 57.31MB (Bunny VDB 11MB down to 400kB, less than most of ya'll JPEGs πŸ‡)
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Thanks to a swarm of GrokBots @threejs explosions are back on the menu πŸ§‘β€πŸ”¬ AI can't steal your open-source if you employ AI to maintain your open-source in the first place πŸ™‚β€β†”οΈ
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if these bad boys aren't 100kb and web compatible by tmr I failed as grok bot swarm overlord πŸ‡
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mjurczyk πŸ¦– retweeted
nothing brings back the nostalgia more than sniping goblins in lumbridge
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mjurczyk πŸ¦– retweeted
Wave Cascades: A wave-optical extension of Radiance Cascades for real-time simulation of Lorenz-Mie scattering and Lorenz-Mie-Fresnel diffraction. Fully spectral Mie LUT is computed in real-time (white=measured, green=computed), and I sample it with UHRC which is fully spectral.
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> [...] for the world [...] my local somtam manufacturer refused to discuss with me the implications of Opus 5.5 usage in their specific niche πŸ™‚β€β†”οΈ
ppl still have no idea what this means for the world. literally going to change everything.
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Sudden wave of pessimism caused by the infinite absolutely stunning @threejs and Opus 5.5 demos this week - but gamedev with AI is similar to playing Sims with infinite money 1-2 weeks and people are soon to realise that code was never the actual moat - not in SaaS, not in demo, not in gamedev just because ε€§εž‹δΈ­ε›½ε·₯εŽ‚ was able to copy iPhone cheaper and quicker - didn't make their fake more desirable than the iPhone code is 90% of work - but there's still 10% left to go and that 10% is the difference between Three.js Spider-Person Online and Insomniac's Marvel Spider-Man keep building - do NOT let that negativity in πŸ™‡β€β™‚οΈ
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mjurczyk πŸ¦– retweeted
My full talk at the Three.js Conf in Paris! πŸ‡«πŸ‡· 24 minutes of Three.js, WebGPU and performance optimization ⚑️
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mjurczyk πŸ¦– retweeted
"Graphics are the first thing finished in a video game" Here's a Thunderjaw from an early build of Horizon: Zero Dawn
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mjurczyk πŸ¦– retweeted
Real-time 3D global illumination with Radiance Cascades (SPWI). Now on ShaderToy. shadertoy.com/view/scy3Dd
Some figures from a presentation I gave on Radiance Cascades recently. Covering the theory, intuition, and implementation in 2D and 3D for GI. Plus notes on future research.
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mjurczyk πŸ¦– retweeted
I’ve been working hard on my game engine, which supports real-time AI rendering even on low-end computers. Here’s an early alpha preview: it can transform a simple 3D scene into something highly realistic and detailed in real time.
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