Now when you load our solar system in #teskooano it calculates the actual position based on the epoch (like J2000 or later), TLE telemetry lines for earth-centric satellites, or Legrange points like L2 for JWST to create a live #ephemeris
Now when you load our solar system in #teskooano it calculates the actual position based on the epoch (like J2000 or later), TLE telemetry lines for earth-centric satellites, or Legrange points like L2 for JWST to create a live #ephemeris
Updated my older room builder code to use a modern #threejs version. Using placeholder assets from @kenney . At some point the plan was to automatically convert floorplan drawings to 3d scenes. But the client I was doing this for pulled out. Never finished. But over the years I've been using it as a playground and toy box a bit
Integrating segment animation into the voxel editor. #threejs #javascript
Between heatwaves and summer camps, getting back to adding to the gamedev course heh. Shot from an upcoming section explaining spatial hash grids, and other acceleration structures.
Watch OverviewEffekt’s videos, then explore those same stars interactively in Starcarta. (3/3)
https://starcarta.app
#Starcarta #webgl #space #threejs #indiedev
One day, one decomposition
A000069: Odious numbers: numbers with an odd number of 1's in their binary expansion
3D graph, threejs - webGL https://decompwlj.com/3Dgraph/Odious_numbers.html
3D graph Gen, threejs animation https://decompwlj.com/3DgraphGen/Odious_numbers.html
2D graph, first 500 terms https://decompwlj.com/2Dgraph500terms/Odious_numbers.html
Some new #teskooano features and improvements I've been working on such as improved orbit and prediction line, prediction time labels and a new camera transition animation
Working a bit more on shadows and light - now planetary rings get shadows from multiple light sources, and from moons! They also now cast on to their parent planet
Here is the new billboard system for zooming in and how, giving better visibility at larger distances (out to 10,000 AU now)
It's been a bit quiet recently - mostly working on performance improvements and visuals.
Here is moon shadows being correctly cast on to planets and ring systems
Bit of a brain tingler, do any 3d or Three.js folks know what could be causing this glitch?
It's a spherical surface with a grey & white texture applied, but it glitches like this for a moment before coming good. Example article if you scroll down to the bit where it zooms in: https://www.abc.net.au/news/2024-03-06/the-cloud-under-the-sea/103137378
One day, one decomposition
A274357: Numbers n such that n and n+1 both have 8 divisors
3D graph, threejs - webGL https://decompwlj.com/3Dgraph/A274357.html
3D graph Gen, threejs animation https://decompwlj.com/3DgraphGen/A274357.html
2D graph, first 500 terms https://decompwlj.com/2Dgraph500terms/A274357.html
Code+Demo
https://sketchpunklabs.github.io/threejs_proto/code/webgl/maths/planar_pivot_rot_v2.html
Enjoyed learning how @PavelBoytchev's planar rotations work, lovely way verts are weighted. Heres my 2nd stab at reproducing a single joint of it. Redid most of the #maths so its very simple w/ lots of comments. Free code, enjoy!
#threejs #glsl #gamedev #indiedev #javascript
New star LOD system for the #threejs renderer which switches to a billboard + light at distance, meaning the stars are always brilliant #video #gameDev #simulation #devDiary
For dialogues tagged as speech I've ripped out my css frame code and added a canvas backdrop so that I can draw a bubble along with a stem which moves along with the camera. I started out thinking of this as a nice-to-have feature but actually I think it does a lot to tie the dialogue to the scene. Now I just need to apply the same patterns to each fill and finish styling it. #gamedev #threejs
Stoked for my WebGL tutorial on Thursday morning at @pycon. 3:30h to show all the basic components of 3D graphics? Might be ambitious! But I'll do my best.
Hopefully the conference wi-fi won't betray us
Teskooano #update - working on the new planetary shaders, now with in-engine real-time editing
The Web Game Dev Newsletter Issue 026 is out! Read it online here: https://www.webgamedev.com/newsletter/026, and subscribe to get the next ones delivered right to your inbox!
#threejs #r3f #gamedev
First pass on the new #teskooano #procedural planet #shaders - still a little rough around the edges, but on the way to looking more like proper planets than flat textures! #gamedev #indieDev #simulation #threejs #webgl #screenshots
Drew a landscape diorama with #threejs Marching Cubes and #Quest3. https://pl4n3.github.io/test/webvr/edit.htm?file=file:sculptScapeEmbed #javascript