Kenny.wtf reposted
๐ The Web Game Dev Newsletter Issue 032 is out! Read it online here: webgamedev.com/newsletter/032, and subscribe to get the next ones delivered right to your inbox ๐ #threejs #r3f #gamedev
Kenny.wtf
@kenny.wtf
Big planet terrain stuff. Building https://geomancer.kenny.wtf, a #procgen google earth for your fantasy worlds.
470 followers502 following435 posts
Kenny.wtf reposted
๐ The Web Game Dev Newsletter Issue 032 is out! Read it online here: webgamedev.com/newsletter/032, and subscribe to get the next ones delivered right to your inbox ๐ #threejs #r3f #gamedev
Kenny.wtf reposted
Kenny.wtf reposted
might retire and spend my time hunting through telescope data for dyson spheres arxiv.org/abs/2602.23270
Kenny.wtf reposted
Very happy to announce that @chatto.run, the amazing little team chat app you can self-host from your own infrastructure (and quite easily so), is now available & Open Source. โจ
Atmospheric scattering technique from this excellent blog post by maxime. I kept the sphere SDF for cheap raytesting but swapped the density checking with a torus SDF blog.maximeheckel.com/posts/on-ren...
Kenny.wtf reposted
๐ The Web Game Dev Newsletter Issue 031 is out! Read it online here: webgamedev.com/newsletter/031, and subscribe to get the next ones delivered right to your inbox ๐ #threejs #r3f #gamedev
Kenny.wtf reposted
Software engineers don't need engineering demands like legal constraints and certifications, we need priestly demands like ritual purity and mandatory contemplation.
What is a program but a bridge between the world of forms and the hard world of silicon and copper? They're literally demons, treat with them as they are.
Refactoring #HelloTerrain (hello-terrain.kenny.wtf) so you can create arbitrary topologies. Here's a torus-world example. I can't wait to try out a planet-scale example of this with atmospheric scattering! #theejs #r3f
Kenny.wtf reposted
Kenny.wtf reposted
I made an interactive "poster" for next week's creative coding meetup! ccnyc.space inspired by doom metal album covers~
Kenny.wtf reposted
Kenny.wtf reposted
if you appreciate experiments like the raycaster work i've been doing recently, please consider suppporting me on patreon! i hate doing self promotion but i've been better about it lately, and it's been helping a lot. i'm currently trying to get up to $1100 a month. patreon.com/vacuumflowers
Kenny.wtf reposted
Kenny.wtf reposted
Kenny.wtf reposted
Kenny.wtf reposted
๐ Amberspire is OUT NOW! ๐ A dice driven science fantasy city builder. Grow your city atop a mausoleum moon, interact with strange weather and ecology, gain influence to make deals with powerful off-world factions, experience the history of a future city. PC, Mac, Steam Deck s.team/a/3350750
Kenny.wtf reposted
Kenny.wtf reposted
If anyone thought LLMs would actually get to AGI this clause would still exist, just sayin www.theverge.com/ai-artificia...
Kenny.wtf reposted
Ok I'm pretty sure I have something I can make a first implementation of, which supports the following: new_entity = spawn(humanoid, goblin, leader, mountainous) No paths, no resources, just tags for spawning a totally custom procgenned data driven entity with awesome design salt-bae control.
I'm really hyped for the way I want tags to work from a content design/production/resource/streaming/scaling perspective but it's gonna require a lot of bigbraining to figure out how to make it actually work in the code. Really hope I'm smart enough!
Kenny.wtf reposted
I've published my first pass at a React API for #HelloTerrain, available now on npm. It's a lot easier to use when developing a react-three/fiber scene. Try it out! #r3f #threejs hello-terrain.kenny.wtf/docs/react
I've uploaded a small example of a world you can walk around in, using the raycast and terrain query API of the terrain library to power a simple character controller. Go have a stroll! #threejs #r3f #HelloTerrain hello-terrain.kenny.wtf/examples/ray...
Raycasting character controller + terrain heightmap stamps (from github.com/Roland09/Ter... ) #threejs #r3f #helloterrain
Kenny.wtf reposted
Slow Roads: Web Edition: A casual driving game all about finding peace in a long, scenic journey. topographinteractive.itch.io/slow-roads
Kenny.wtf reposted
๐ The Web Game Dev Newsletter Issue 029 is out! Read it online here: webgamedev.com/newsletter/029, and subscribe to get the next ones delivered right to your inbox ๐ #threejs #r3f #gamedev
My hello-terrain library is finally getting picked up by game devs :) hello-terrain.kenny.wtf #threejs #webgpu #r3f
this is for my open source threejs and r3f terrain library hello-terrain.kenny.wtf
Incrementally improving libraries you consume yourself because of use cases you uncover while working on other projects is a special joy. I imagine it's a bit like writing characters in fiction, you "discover" them as you go on. github.com/kenjinp/hell...
I changed the backend of #HelloTerrain to use a texture atlas instead of a flat buffer, hopefully that will make it easier to interpolate between values, because I want to start putting trees and stuff on these terrains! #threejs #r3f #webgpu hello-terrain.kenny.wtf/docs/core/el...
Updated the hello-terrain library to alpha.5. Now you can provide an elevation function using #threejs's #TSL to create procedural terrains or consume heightmaps (or both). โฐ๏ธ hello-terrain.kenny.wtf/blog/posts/e...
I've reached the first milestone of creating an extensible terrain system for #r3f and #threejs next step: heightmaps via #webgpu compute hello-terrain.kenny.wtf/examples
Introducing hello-terrain/work! A small reactive work-graph library for typescript! Organize compute with automatic dependency detection and aggressive memoization. Especially made for hot loops like your renderer update cycle~ hello-terrain.kenny.wtf/work