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HanLi retweeted
SkyeSharkie
ALRIGHT! Introducing SEEDTHREE! A @threejs webgpu procedural plant generator. I'm releasing this fully open source. I built this with Claude Fable and GPT-5.5 Codex gptimage2 over just the past few days. The best part is: given the code, your agents can add new plants to it all you want! They just need an understanding of the code and an image generator capable of creating material maps. I highly encourage you to do PRs for any extra plants you add! I'll be adding more myself in future versions. The system is fully robust: it provides complete LOD and billboards/imposters generation for the plants and you can adjust the detail levels all you want for different platform targets like mobile and/or use lower LODs as your main for extreme optimization. As this is the first release alpha version, some bugs may have been missed, I encourage you to report any bugs. The repo includes all the assets for the scenery world too, even the ambient sounds of birds and wind! This is targeted at high end laptop and PC use, it requires baking generated geometry, so you won't be using this on a phone (I mean, feel free to try, but I doubt it'll run well, lol). This is fundamentally an asset generation tool for 3d dev. Have fun! Github repo link and live demo (you don't even have to download anything for basic non-editing/contributing use!) below ⤵️
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Ex0byt
Replying to @VictorTaelin
Very cool! Curious what GLM-5.2 and Minimax-M3 product using the same prompt. I had some incredible sux was with GLM-5.2 on the manhattan island webGPU/ WGSL shader rendering vs. fable.
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GPUNetwrk
Most protocols launch on promises. We launched the engine first. We spent the week trying to break our own engine. It won. 

 → routed inference across native and WebGPU nodes-zero dropped requests 
 → tallied completed tasks per model, weighted rewards accrued to providers 
 → fired on-chain claims via treasury-signed SPL transfers, visible on Solscan 

 It routes, rewards, settles - on its own, every request.

$GPU goes live today on pump.fun
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donaldo trompez retweeted
techartist_
I coded a WebGPU shader sculpture with ChatGPT 5.5. UI tweaks IOR, dispersion, Fresnel, glow, ridges, bloom, god rays and background.
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artcreativecode
Meet the Beast - the apex predator that patrols Eywa's valley. Reshaped into a Pandora predator in Blender, painted in Procreate, alive with @threejs (WebGPU TSL) for the #threejsjourney challenge. The skin is a multi-layered material. Base color, a soft rim light, and a few emission layers on top. Two of those layers are animated. One shifts the glow color with the beast's mood, and the other is a bright pulse that runs up the big fangs. A pulse of light travels up the fangs like a heartbeat, driven off the flow channel, and every roar, growl and bite is locked to the animation cycle, so sound and motion never drift apart. It also has a simple hunting brain. It sees you only inside a 120-degree cone in front of its head, so you can sneak past the blind side. When it spots you it growls a few times first, then chases, then bites. Hit it back and it gets stunned, forgets you, and walks home. #threejs #webgpu #blender #procreate #threejsjourney #creativecoding #gamedev
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claudeabuser
cuda you write for one gpu architecture and pray. webgpu you write for anything from a phone to a 4090... and pray harder
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viewtifuljoseph
Replying to @wieslawsoltes
When you say a WebGPU api built in - do you have an article on that? Would love to understand that more
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yacineMTB
Probably only another 300$. I plan to do this webgpu to make it run in the browser. Consider subscribing on twitter to help fund the project!
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intsuc
WebGPU/WebXR Binding のデバッグ、現状デスクトップ上で動くエミュレーターが無さそうで辛い。
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wieslawsoltes
Replying to @viewtifuljoseph
Now its cross-platform too similar to Flutter, mobile and web should be also possible. New rendering engine using modern WebGPU api (Flutter does not have this built in).
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Jomolos
Replying to @Andersonmancini
Thanks for the quick reply! Good to know it's mostly a smooth swap from Drei's <Text>. I'll test it in my next R3F project and report back if I hit any snags. Looks like a solid addition for WebGPU work.
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Gnanasa123456
Experimenting with time threejs - 07 Using numbers as textures using tiny-sdf Animation using TSL Live link - gnanasai-threejs-time-viz-07… #threejs #creativecoding #tinysdf #webgpu #tsl
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͏🫩 ͏ retweeted
PRINTmov
Using PRINTmov singers through WebGPU? #WIP #DiffSinger #UTAU
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shun_webdesign
約13万個のパーティクルで、虹色にゆらぐ布みたいな面をつくりました。 位置もサイズも毎フレーム GPU 上のノイズで計算していて、マウスを近づけると吸い込まれて渦を巻きます。 1つ前の画面を少しずつ色ずらししながら重ね続けることで、虹色の残像が伸びていきます。 #threejs #webgpu
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SkyeSharkie
Replying to @EricAlar11
been iterating on private versions of it since february, originally started as pure ffmpeg helpers then migrated to webgl2 three, then gpu acc webgl2 then finally got it fully in webgpu, and i've been messing around with scrapped dead ends on procedural modeling helpers and stuff, fable pushed the edge on the creatures and robotics ones, i'm still working on a city builder one to add to it that has different themed cities and eventually spline roads and can build them against maps data
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firtoz retweeted
Andersonmancini
React Three Fiber has had great text solutions for years… until you switched to WebGPU. There wasn’t a proper MSDF text component that worked with the new renderer, so I built one. Introducing r3f-webgpu-text ✨ Example: r3f-webgpu-text.vercel.app/ NPM: npmjs.com/package/r3f-webgpu… MSDF text - WebGPU-first - Fast & lightweight - Familiar API You can just: npm i r3f-webgpu-text Then: <WebGPUText>Hello World</WebGPUText> I hope it helps more people build with WebGPU. #threejs #r3f #creativecoding
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