Three.js dev addicted to making web games

Joined September 2023
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Call me antiquated, but this cost $0. I spent 6 days vibe coding a @threejs platformer with Google AI Studio for #vibejam. It's called Vanabond Rally 🚚. Survive a 15km drive: keep your gas tank full and avoid hazards. Every 3km, the game gets harder. The environment is procedurally generated. The collectables and hazards are randomly distributed. The low-poly truck and grass mesh (instanced and distributed across the landscape) were made by hand. Vibe coded game dev is the ultimate hobby, and the best part? Watching my kids play! Free to play, link below πŸ‘‡
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I'm developing different procedural biomes and weather systems for Residual. The ground plane base layer uses texture splating to seamlessly merge two textures and a normal map for more intense detail. In some cases, an instanced mesh is layered on top to really "sell it," but if that's overkill for your device, you can turn it off in settings. The weather system is toggled with the T key. It has multiple layers: ◽️The skybox, which is actually a sphere, uses a vertex shader with a cloud density variable. ◽️About 40 - 90 units above the ground are volumetric clouds with a colored tint. These clouds are just PNG billboards with some movement. If you want to explore, linkπŸ”—πŸ‘‡ #threejs #gamedev
I've been working on a new Threejs game. It uses BVH (no physics engine). You can build Minecraft like structures with "Residual" materials lying around the map and/or use the building app (/building) to craft custom structures quickly. Saved structures get stored in IndexedDB so you can quickly access them from the game menu or the building app menu. The ground plane is procedurally generated, and the materials are distributed randomly. I designed and rigged the character in Blender. All vibe coded with Gemini. Not really sure what I'm going to do with this project, but I'd love some feedback! Give it a try πŸ”—πŸ‘‡ #threejs #gamedev
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Play on desktop or mobile (not optimized for iOS yet). Feedback welcome! residual.renderfiction.com/
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With a tall enough structure, you end up building a wacky path to reach the target, and there's something fun about mastering that path. I feel like this could be the core element of a game: predefined or procedural structures with intentional gaps that require the player to build their own path. What do you think? πŸ”—πŸ‘‡ #threejs #gamedev
I've been working on a new Threejs game. It uses BVH (no physics engine). You can build Minecraft like structures with "Residual" materials lying around the map and/or use the building app (/building) to craft custom structures quickly. Saved structures get stored in IndexedDB so you can quickly access them from the game menu or the building app menu. The ground plane is procedurally generated, and the materials are distributed randomly. I designed and rigged the character in Blender. All vibe coded with Gemini. Not really sure what I'm going to do with this project, but I'd love some feedback! Give it a try πŸ”—πŸ‘‡ #threejs #gamedev
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Play on desktop or mobile (haven't tested on iOS). Toggle grass in the settings menu if you need an FPS boost. residual.renderfiction.com/
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I've been working on a new Threejs game. It uses BVH (no physics engine). You can build Minecraft like structures with "Residual" materials lying around the map and/or use the building app (/building) to craft custom structures quickly. Saved structures get stored in IndexedDB so you can quickly access them from the game menu or the building app menu. The ground plane is procedurally generated, and the materials are distributed randomly. I designed and rigged the character in Blender. All vibe coded with Gemini. Not really sure what I'm going to do with this project, but I'd love some feedback! Give it a try πŸ”—πŸ‘‡ #threejs #gamedev
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You can play on desktop or mobile. Haven't done much testing on iOS devices. residual.renderfiction.com/
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renderfiction retweeted
vibe coding metahuman with threejs and codex: first demo vibe-stack.github.io/vibe-hu… I mean it's still a long way to go, but i'm quite surprised myself, turned out way better than i expected and the character isn't too far from AAA? all textures generated by gpt image 2, the facial expressions and target locking were fully written by codex in code, no pre baked animations. So this took about 4 evenings, of which 3 were wasted by clicking through endless blender menus, extruding faces to retopo the model generated with tripo Honestly, a proper AI integrated into blender would've compressed it probably down to a day Very sad to see blender turning away from the future! I have to use it for modeling for now, but will eventually drop it the second an AI boosted modeling software comes out (for free)
i can't believe no one has vibe coded a free highly realistic metahuman alternative for threejs yet srsly don't make me do it, i need good characters man oh boy, here we go again
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Submitted my #vibejam entry and started working on a new threejs game. It's a bit like a Minecraft mini game. My favorite feature is the floating dolly. You gather stone cubes and dock them until you've hit max capacity. Should I open a playtest link?
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Just shipped a leaderboard for Vanabond Rally. (It's my first time making a leaderboard.) Think you can beat my top score? Try me πŸ”—πŸ‘‡ #threejs #gamedev
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This is a lot of fun. I played 10 rounds and plan to play more 😁
today we're thrilled to announce Looper, our latest studio video game help our pal Theo take back the lab from the zombies, survive nonstop waves, and get to the top of the global leaderboard try it out with your friends ↳looper.basement.studio
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Confession: I haven't beaten my own game πŸ˜… This is my closest run yet. I survived 14/15km required to beat Vanabond Rally. The last 3-6km stretch is precision-based. Randomly generated hazards make each run unique. Snuck in Orson Welles War Of The Worlds 1938 radio broadcast as a phony radio station. Play πŸ”—πŸ‘‡ #vibejam #threejs #gamedev
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Call me antiquated, but this cost $0. I spent 6 days vibe coding a @threejs platformer with Google AI Studio for #vibejam. It's called Vanabond Rally 🚚. Survive a 15km drive: keep your gas tank full and avoid hazards. Every 3km, the game gets harder. The environment is procedurally generated. The collectables and hazards are randomly distributed. The low-poly truck and grass mesh (instanced and distributed across the landscape) were made by hand. Vibe coded game dev is the ultimate hobby, and the best part? Watching my kids play! Free to play, link below πŸ‘‡
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the #vibejam game: "Drive 15km of open road." the 15km:
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Community feedback is the best. When you have limited devices, you have no idea what bugs exist on other setups. Fixed the issues @FlattenEarthNow mentioned and added a style/filter switch in the Pause menu. You can switch between realistic and cartoon. Main fixes: 1. Added a delta time max value cap in useFrame loops... the physics are improved. 2. Fixed the acceleration stutter caused by using React useState variables instead of useRef. #vibejam #threejs
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Fourth day of progress on my @levelsio #vibejam submission: 1) Improved volumetric clouds. 2) Added a second emissive layer behind the collision objects. Green is good, red is bad! 3) Exploding sparks when the truck lands; additional visual feedback on top of the camera shake. Try it out πŸ”—πŸ‘‡ #threejs #gamedev
Spent the morning improving my #vibejam entry. 1) 12,000 grass instances using a custom vertex shader to simulate a wind animation. 2) Update the HDRI tone mapping exposure over time, switching between day and night every 1.5 mins. 3) Getting started on simple volumetric clouds. Play now, πŸ”—πŸ‘‡ #threejs #gamedev
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