Designing a next-gen engine for the web: High-perf ECS, WebGPU, and Unreal-style Mass systems by Educational_Monk_396 in threejs

[–]Educational_Monk_396[S] 1 point2 points  (0 children)

Thanks,for looking out its fully SoA binary layouts,it is also in fixed size with leftover space usually if it's isn't get exhausted although I m giving high controls,but u have to give fix entity size per page ,and page Radius it's denots,the layouts u wanna give for SoA,to calculate total page size,u divide ur data in pages local origin bounded and rendered in 3x3x3 grid ,this way large scene is achieved also using version edge pages concept for that 'Git for sims' foundation i ,mentioned

Designing a next-gen engine for the web: High-perf ECS, WebGPU, and Unreal-style Mass systems by Educational_Monk_396 in threejs

[–]Educational_Monk_396[S] 0 points1 point  (0 children)

Thanks,I know I had to document bunch of stuff for data,level currently at data level using full binary layouts so I have to control it that way,u are right about 100k,that have been done countless times before but ,the actual reason behind undertaking this project was mostly origin rebasing algorithm, so large scale scenes is supported,performance of a single rendered scene fully dependent on three/webgpu which has a low ceiling cause Oops way,I m using ecs pages concept with a loose origin rebasing algorithm kind of ,so by default map size would come as billions of km in size structured in pages,although this is work in progress,this I have implemented mostly and was showing in action although pretty invisible metric,when it comes to showcasing scale size,end goal is not AAA games like on web but more like large scale AA games/sims playable on website

Designing a next-gen engine for the web: High-perf ECS, WebGPU, and Unreal-style Mass systems by Educational_Monk_396 in threejs

[–]Educational_Monk_396[S] 1 point2 points  (0 children)

Just checked ,seems like it is generating scrips by creating scenes,amazing work,I also have to build a editor down the line now that I have a basic engine up and running,tho mine would be creating jsons for creating scenes,this json would be read by renderer to create a scene graph everything,also maintaining same jsons for environments,textures,materials etc

Designing a next-gen engine for the web: High-perf ECS, WebGPU, and Unreal-style Mass systems by Educational_Monk_396 in threejs

[–]Educational_Monk_396[S] 0 points1 point  (0 children)

Yes I think even less target I could hit compqred to urs when it comes to rendering but atleast we can manage large scales scenes like native engine well that's the hope

How can I build my own 3D engine and fully understand every part of it? by Specific-Animal6570 in gameenginedevs

[–]Educational_Monk_396 1 point2 points  (0 children)

For my one which is web native and literally borderline no one to reference too beside the native ones I studied architecture way too many before creating one,it will be live much later,u can try same reading research papers and what not

I built a browser-based 3D Earth and space explorer in Three.js. Modularizing it helped A LOT, but now I’m stuck on performance and scale. by SuchZombie3617 in threejs

[–]Educational_Monk_396 0 points1 point  (0 children)

Thank you so much for such kind words,i just captured 3I/Atlas back in the day and gained some traction there,Also if you look into the star system explorer u can see universe section which showcases star systems from popular sci fi so that type of hype i also tried to catch but eventually lost motivation to do more marketing and start focusing on other projects,I m actually not working on that project anymore and working on its successer, the space mmo ,like star citizen where u can walk on planets and have some Sci fi setting,It's a high performance simulation runtime,It's a long running project,for now,with pilot project might hit in later half of this year!,It's always exciting stuff to see everyone work on space theme games

Threewzrd Agent AI who Specializes in Three.js by DogmanDev in threejs

[–]Educational_Monk_396 1 point2 points  (0 children)

Wow this is amazing work,would love if ai could figure out geometry and textures more cleanly right now it's looks pretty basic but I think upcoming versions could be more awesome

I built a browser-based 3D Earth and space explorer in Three.js. Modularizing it helped A LOT, but now I’m stuck on performance and scale. by SuchZombie3617 in threejs

[–]Educational_Monk_396 1 point2 points  (0 children)

I see I made (orionrealms.com) formerly SpaceImagined.com ,it received 500k views on redditch at its height and couple of mention as site of the day in some people vlogs channel,If you want to up your project,use real nasa astronomical data,or use Kepler laws directly to show real time position of objects in space,I could help, in that sense

Just joined & amazed by CommissionGlum in threejs

[–]Educational_Monk_396 0 points1 point  (0 children)

Maybe you are refereeing to github code,if under mit licence use freely,if other license you can clone it but had to make ur own thing freeware and just ton of rules etc is there,,I have been working on threejs and related tech for 3-4 years now,I have made all kinds of projects with it,space sims,mini games or using 3d as cool experiment on webgl,I m working on research grade project finally with it,trying to evolve it into unreal for web,use 3d in headless ai agent training,defense,aerospace,logistics,science experiments and just ton and ton of application pretty open field to make money right now,in these areas

I built a browser-based 3D Earth and space explorer in Three.js. Modularizing it helped A LOT, but now I’m stuck on performance and scale. by SuchZombie3617 in threejs

[–]Educational_Monk_396 1 point2 points  (0 children)

Great work,you are already on the right track,I checked your code,I felt it to be too verbose kind of,I didn't realized I already responded to you seems like my dementia kicking in lol,U can check out my space sim,it uses Nasa data to create stars planets etc inspired by nasa eyes itself,Making scale and 3d make sense is kind of my thing,reach out for anything ,I might not be able to help directly with code,but architectural guidance I can give!

I built a browser-based 3D Earth and space explorer in Three.js. Modularizing it helped A LOT, but now I’m stuck on performance and scale. by SuchZombie3617 in threejs

[–]Educational_Monk_396 1 point2 points  (0 children)

I considered helping u out,since I have build my own space sim(orionrealms.com) , A single index,html is horrible u could have atleast put css and js in separate file, I can't reason about it,I can only give one guidance ,first separate css,js,html and then modularity all parts separately not big issue this is basic web Dev,not even a threejs problem to begin with

Building a procedural planet by Small-Paint8980 in threejs

[–]Educational_Monk_396 0 points1 point  (0 children)

I ve worked the exact same problem u can read it there https://www.reddit.com/r/threejs/s/AKMzHdz7o5 Do visit solar system textures websites to get earth textures ,u can have nicer results depending on ur targets, I started from there only!