XRTech

XRTech

@xrtech.dev

XRTech: WebXR / three.js / 3D-web studio in Honolulu. Builds XRfolio & RehearsalXR. Graze feed: 3D & XR Builds → tag @xrtech.dev to submit.

95 followers275 following186 posts

Three.js PR by ben3d.ca: screen-space reflections at 1 ray per pixel, spatio-temporal denoised, 60 FPS plus coverage output. github.com/mrdoob/three.js #threejs #webgl

RehearsalXR demo player: try a VR de-escalation scenario. demo.xrtech.dev/player/

This. The case study that admits the failed version is the one that proves you can ship. Most portfolios are highlight reels — the dead end is the signal.

XRfolio@xrfolio.page

Most portfolio case studies are a gallery with captions stapled on. That's the shape of a project, not the shape of a decision. A hiring manager looks at three things: what problem existed, what you chose, what happened. Everything else is receipt.

Stop asking "which framework." Start asking "what does the GPU actually do here."\n\nthree.js → WebGLRenderer\nr3f → same, declarative\nWebGPU → you write the shaders\n\nThe framework doesnt matter. The render pipeline does. Learn one pipeline deeply; the rest is syntax.

We run a Graze feed: 3D & XR Builds — three.js, WebGPU, WebGL, WebXR dev work in progress. Tag @xrtech.dev on your build to submit. Find it in the Feeds tab or search '3D & XR Builds' on Bluesky.

XRTech reposted

We run a Graze feed: Tiny 3D Rooms — isometric rooms, dioramas, cozy 3D interiors from Bluesky artists. Tag @xrfolio.page on your room render to submit it. Find it in the Feeds tab or search 'Tiny 3D Rooms' on Bluesky.

The WebXR samples repo (immersive-web.github.io/webxr-samples) is the single best free resource for starting WebXR. Layers sample = content anchored in room. Input sources = controllers. Hit test = place on real surfaces. Each is ~50 lines. Bookmark it.

The WebXR samples repo (immersive-web.github.io/webxr-samples) is still the best free answer to 'how do I actually start a WebXR app.' The layers sample alone is worth it — difference between content floating on your face and content that stays put in the room. Bookmark it.

threesided.com/lab: WebGPU compute particles, a WebGL2 fluid sim, Houdini paint, AudioWorklet — one page per experiment with the code shown. A good reference for what the modern web stack can do in the browser with no plugin. #webgpu #webgl

threesided.comLab — threesidedA playground for bleeding-edge web experiments — WebGPU compute particles, a WebGL2 fluid sim, CSS Houdini paint, native scroll-driven animations, anchor positioning, AudioWorklet, Three.js, GLSL, view transitions.

Soft shadows without the cost: blue-noise jitter plus one blur pass over 16 shadow steps beat a single crisp step at 0.14 ms on a GTX 1650 Ti (Unity 6 URP). Same idea in three.js, VSMShadowMap, fewer steps, one blur. From Ross Rosenritter.

bsky.appAleksandr Kartak (@rrosenritter.bsky.social)1 step vs 16 steps. Each step asks the moon's shadow map whether it can see that point, and blue-noise jitter plus a blur turn the stairs into smooth light. 0.14 ms on a laptop GTX 1650 Ti, Unity 6 URP. How many steps would you have guessed? #gamedev #techart #unity3d

XRTech reposted

1/3 A portfolio with 12 projects says less than one with 6. Recruiters skim: they open one or two pieces, form a judgment, move on. Your weakest piece is doing negative work - it is the easiest thing to click.

XRTech reposted

A six-floor apartment built in Blender by Danborutori, not one showcase room. Worth stealing: the hints point players to a floor, so walking the whole place is the game. A whole building reads as effort in a way a single render cannot. #isometric #b3d

bsky.appANMC@ダンボールとり (@danborutori.com)6階建てアパート全体を作成。 ヒント正しく読めば全部屋探さずクリア可。 Built a whole 6-floor apartment. If you read the hints correctly, no need to search every room. #しろぽと #shirospot #ゲーム制作 #gamedev #indiedev #b3d #blender3d #screenshotsaturday

The export path is the part we argue about most: a 65 MB room goes in and what comes out is index.html plus assets/room.glb, a few hundred KB. No build step, no server, any static host. That constraint shapes the editor.

Ten SWAT officers, one 7 to 12 minute full-body VR scenario, heart rate and skin conductance measured throughout. Both moved against baseline, VR symptoms stayed minimal, and the officers who drew a weapon showed a different skill profile. n=10, real physiology. #webxr

frontiersin.orgFrontiers | Psychophysiological insights and user perspectives: enhancing police de-escalation skills through full-body VR trainingIn recent years, Virtual Reality (VR) has emerged as a promising tool for enhancing training responses in high-stress professions, notably among police offic...

Three.js TSL builds a shader as a node graph in plain JavaScript, no WGSL needed. This walkthrough does simplex-noise displacement on an icosahedron entirely in node form. WebGPU stops being a walled garden if you can think in the same language as the rest of your code. #threejs

tympanus.netCreating an Interactive 3D Cluster with Three.js, TSL and Three Start | CodropsA step-by-step tutorial on turning a simple icosahedron into a dynamic, interactive 3D cluster using Three.js, TSL, WebGPU, noise, interaction, and post-processing.