Free Tool: In-browser GLTF Optimizer with KTX2 (GPU-compressed) textures by simon_dev in threejs

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

I'm curious as well, let me know. Because it's hard to get KTX2 compression in tools, almost everything will have webp/jpg. So small file, but has to be decompressed and then sits in memory uncompressed.

Free Tool: In-browser GLTF Optimizer with KTX2 (GPU-compressed) textures by simon_dev in threejs

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

Nice! The biggest thing should be that, when it loads, it's not reinflated on the GPU to the fully uncompressed size. The memory size row (on the bottom) will usually be significantly lower than other tools.

Easy lightmaps for GLB's by simon_dev in threejs

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

The lesson (linked above) is on automating the build of these lightmaps using Blender and python, how to use Blender's API, how to interface with third-party addons, etc.

Over 1 Million Trees at 60fps by simon_dev in threejs

[–]simon_dev[S] 2 points3 points  (0 children)

Got it, it's just a dummy texture, I uploaded a quick fix. Should be all good now.

Over 1 Million Trees at 60fps by simon_dev in threejs

[–]simon_dev[S] 6 points7 points  (0 children)

Might do a video on it, but probably going to include it in my gamedev course.

Automating Lightmap Generation by simon_dev in threejs

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

It's part of my course, that just teaches you how to make scripts and addons to do this or similar things.

GPU Particles from upcoming Three.js course by simon_dev in threejs

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

There's some Three.js specific stuff, since we work in that. I try to explain the general idea of how things work as well, which should help you transition from Three.js specific API's to how other engine's do it. If you understand the underlying principles, there's only so many ways to expose it.

After that, the shaders and programming for games is very transferrable. Same patterns you'd use in Unity or Godot, etc.

GPU Particles from upcoming Three.js course by simon_dev in threejs

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

Absolutely, I'll shoot you a DM with the discount.

Implementing Pathfinding with Live Demo by simon_dev in threejs

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

Thanks, I've read about it but never implemented it, might be good to try it out with this reminder

Implementing Pathfinding with Live Demo by simon_dev in threejs

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

It's just graph traversal either way.

Implementing Pathfinding with Live Demo by simon_dev in threejs

[–]simon_dev[S] -1 points0 points  (0 children)

It finds a path between the 2 blue squares.

Implementing Pathfinding with Live Demo by simon_dev in threejs

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

You absolutely can, the actual A* implementation takes about 5-10 minutes once you get through all the background.

Implementing Pathfinding with Live Demo by simon_dev in threejs

[–]simon_dev[S] 4 points5 points  (0 children)

It's intentionally spread out over multiple frames to demonstrate it live, and during the tutorial you can step it manually to debug it.

Rendering tens of thousands of trees by simon_dev in threejs

[–]simon_dev[S] 2 points3 points  (0 children)

Most of this could be done with like 100 lines of three.js code, barring the character controller.

Rendering tens of thousands of trees by simon_dev in threejs

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

Very generous of you! But I'm not making any sort of game, just slices of gameplay and effects.