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
Posts by Kenny.wtf
it takes a bit to load because of the terrain stamps, and the controls only work for desktop (for now)
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
wow a slow roads feature! well deserved @anslo.dev !
Slow Roads: Web Edition: A casual driving game all about finding peace in a long, scenic journey.
topographinteractive.itch.io/slow-roads
Terrain raycasting API is working so well~ First time I've ever been able to embody a character and walk around one of my terrain scenes!
#threejs #r3f #helloterrain
💌 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 🚀 #threejs #r3f #gamedev
My hello-terrain library is finally getting picked up by game devs :)
hello-terrain.kenny.wtf
#threejs #webgpu #r3f
per-tile bounding boxes~
The terrain query API is coming along well, and it's fast! ⚡
Game dev stuff like placing objects, snapping characters to the ground and responding to mouse clicks is going to be mega easy~
#threejs #tsl #webgpu
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). ⛰️
hello-terrain.kenny.wtf/blog/posts/e...
goals
Some more dessert :)
Alright, I think I might be getting someplace with this terrain library. Amazing what an environment map, a normal map, and some voronoi can do.
Infinite Starlit Dessert #threejs #webgpu
I've got the heightmaps + normalmaps generating smoothly now, both implemented as extensible little worklets. I love it when a plan comes together~
It's cool to see that uniforms and parameters update and see the effects in real time
#threejs #webgpu
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
thanks! thats so kind :))
I'm excited about terrain generation mainly because there's not nearly enough fantastic world types out there!
Here's an early experiment with a hollow-earth topology. I'm looking forward to fill this with fantastical atmospherics to see how it would look.
#threejs #procgen
ICYMI, I opened up Chatto's dev instance for public testing yesterday. Give it a try (if you dare - it's early days, after all). Always happy to hear bug reports and feedback!
Here’s an export of my big tab group of indie font foundries. If I need a font and can pay a few eurobucks for it, I look here.
Far wider range of expression than you’ll find on Google Fonts. Licenses are still annoying, but some have begun to adopt better ones.
(See thread for links)
Snowed-in this weekend learning to channel-pack PBR materials and then compress them with BCn. I've been avoiding learning texturing for a long time, but I've had so much fun, and learned so many techniques. Can't wait to apply them to terrain!
#threejs
Enjoyed creating some new docs for my WIP terrain-rendering library for #webgpu and #threejs.
I'm having a hard time architecting things, I want it to be easy to use and super-performant for large open worlds. Learning a ton in the process~
hello-terrain.kenny.wtf/docs/advance...
The Call for Speakers is still open, we are very curious to what you have been up to!
A screenshot of a dev instance of Chatto. A room with my buddy Carlo and me chatting about how great Chatto is (what else.)
Just in case you've been wondering: yes, #Chatto is real. A full self-hostable Discordslacklike in a single 44 MB binary that runs out of the box with no external dependencies.
(Well, there may be one or two missing features still. :b)