Uncreative developer

Joined November 2023
15 Photos and videos
Andrea Gargaro retweeted
Thanks to @mrdoob, three-gpu-pathtracer now includes a drag-and-drop viewer for binary glTF files 🚀 I've added a link to the viewer in the repo! #threejs #webgl #raytracing
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Andrea Gargaro retweeted
Applying dietsprite to a generated octahedral impostor to reduce overdraw, will have to test with a bunch of instances to see how much impact this has #threejs
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Andrea Gargaro retweeted
23 Sep 2025
With WebGPU, AAA graphics on the web isn’t a dream anymore. Devs just need native-grade tools. That’s why I’m building Three.js Plus. Today I added GPU culling. Here 5M PBR cubes distributed in <10ms on a convex geo, running at 120fps thanks to object culling & indirect draws.
22 Sep 2025
Today’s work reminded me: tossing more OSS into the void isn’t it. Too often it fades without support. So instead, I’m putting care into how I share, bundling the code I use daily at @utsuboco into Threejs Plus: advanced, always-up-to-date WebGPU-first components. 1/4
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Andrea Gargaro retweeted
I did something → samsy.ninja Sound on & bring friends with you. Open to new opportunities. WebGPU @threejs
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Andrea Gargaro retweeted
23 Aug 2025
New #threejsJourney challenge means new addictive mini #webgame! 🎣 Hook a Fish! is live: catch as many fish as you can and beat your high score. Try it out on desktop or mobile and don’t forget to share! 📸👉 hook-a-fish.vercel.app #threejs #webgl #indiegames #r3f
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Andrea Gargaro retweeted
Excited to announce that I've shipped my first game! Written from the ground up in @threejs in 3 months and published on @VIVERSEofficial Some tech stuff that I'm really proud of: - fully custom spherical harmonics prt lighting. Giving a baked diffuse look while still allowing for dynamic objects - Runs completely inside a WebWorker (rendering & simulation) using OffscreenCanvas - Supports all input types: desktop, mobile, gamepad (non-trivial if your app runs in a worker!) - No Postprocessing! No bloom - everything you see is faked via mesh based shaders for performance reasons Huge thanks to @VIVERSEofficial who have made this possible by letting me into their Creator Program. It's not easy to make a living off gamedev on the web yet, so this is great for the ecosystem. All links below: #VIVERSE #threejs #IndieGameDev
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Andrea Gargaro retweeted
2 Aug 2025
This tree is only 2 triangles
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Playing with my octahedral impostors library 🤓 There are still things to improve, should I continue? I created a demo with a terrain 3072 x 3072 and 200k trees. It should work on mobile too! Demo: octahedral-impostor.vercel.a… Github ⭐️: github.com/agargaro/octahedr… #threejs #webgl
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Andrea Gargaro retweeted
22 May 2025
Octahedral imposters mentioned yesterday @agargaro_dev. In the shader, I compute the quad the sprite is in, barycentric coordinates, then intepolate between frames. First pass, not super robust. They're alpha-tested and the blending could use work. #threejs #gamedev
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Andrea Gargaro retweeted
21 May 2025
Screwing around with filling out the background with imposters #threejs #webgl #gamedev
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Andrea Gargaro retweeted
Disfigure doesn't modify skeletons & skins, instead it deforms the whole space. Imagine a space where each point is a matrix. Disfigure figures out these matrices and space gets entangled beyond comprehension. Live: boytchev.github.io/disfigure… #ThreeJS #TSL #disfigure #FMI #SU #js
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Andrea Gargaro retweeted
Reimplemented Hi-Z via TEXTURE_BASE_LEVEL to avoid ping-ponging during the downsample. This is all hacked into three.js. Not perfect but finally conservative. Next is to implement two-pass occlusion culling and then hierarchical clustering with recent Meshoptimizer improvements.
Working on GPU frustum and occlusion culling again, this time with meshlets and multidraw. Using WebGL, which lacks indirect drawing, so streaming results to the CPU from transform feedback, which lets me display misc stats. Calculating meshlet bounds myself, so no cone culling.
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Just added LODs to batched-mesh-extensions! This scene goes from 14 to 1 million triangles in a single draw call — LODs are generated on the fly with meshoptimizer 😁 Demo: glitch.com/edit/#!/three-ez-… Github: github.com/agargaro/batched-… #threejs #webgl #webgpu
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I'm working on a new library that adds extension methods for BatchedMesh. One of them builds a BVH to accelerate frustum culling and raycasting. More methods coming soon! Repo: github.com/agargaro/batched-… Demo: three-ez-batched-mesh-extens… #threejs #webgl #webgpu
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I recently realize the InstanceMesh2 made by @agargaro_dev, and let me tell you is very good github.com/agargaro/instance… of course, I made this example with @tresjs_dev
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Andrea Gargaro retweeted
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Andrea Gargaro retweeted
28 Apr 2025
Building a blazing fast ⚡ Wave Function Collapse solver for three.js Sharing some technical notes on how I’m squeezing performance out of every frame. (WIP 🚧 - but already interactive and ultra-fast!) #threejs #gamedev #WFC #creativecoding 🧵1/6
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Work in progress on a new library for octahedral impostors based on Ryan Brucks' article. Texture atlas generated at run time, 4096x4096 with 20x20 sprites. Model by @quaternius Demo: octahedral-impostor.vercel.a… Github: github.com/agargaro/octahedr… #threejs #webgl
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Andrea Gargaro retweeted
This is the 5th or 6th time I've written a topography shader & every time it gets a little bit better & I learn a little bit more. It's a nice challenge for anyone learning about shaders! Some details on the plans for this implementation below 👇 #gis #3dtiles #threejs #webgl
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Andrea Gargaro retweeted
Have we already talked about the @threejs cameo in Donkey Kong?
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