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Brian Breiholz
@BrianBreiholz
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Web Game Dev | building Animagica - the Animation Blueprint Editor for @threejs & the Web
Flensburg, Germany
Joined April 2017
Announcing Project Animagica: Animation Blueprints for @threejs and the Web! 💫 While the library is still in development I already wanted to show you guys some of its features. So this is the first video in a series of short "mini tutorials" where I walk through some of the core parts of the Animagica editor. Next video will follow tomorrow :) #animation #threejs #webgl #gamedev
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@elricmann Brave also has AdBlock on mobile and afaik you can't install extensions on mobile? Also let's you listen to YouTube in the background which Chrome doesn't. It's not hard to ignore the crypto stuff.
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@th_ebenezer Not immediately. These just capture light in space as it's reflected from other materials. But there are ways to analytically represent light sources in spherical harmonics basis. Which would basically mean free lights. Lots of steps to take still but I got some ideas :)
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@mitsuhiko Meanwhile JS features (e.g. SIMD instructions) get dropped because WASM is here to take everything 🤐
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@squareys @DiscordBotDevs We got a discord activities contact on the webgamedev discord that you can probably ping.
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sneak peak at indirect light + albedo . Turned up the bounce intensity a bit too much, but it nicely showcases the dynamic soft shadows (see the ground below the barrels) #threejs #webgl #creativecoding
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@iced_coffee_dev I might :) I need cheap rendering for my upcoming game, trying not to get side-tracked by making code more general than it needs to be (like making a general sh baking app :D) But I'll probably put something up once I'm done, so people can get an idea how to do their own thing.
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@mashadythedev @threejs I'd start by looking at the three.js LightProbe examples and code. This paper is what I followed primarily
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@kitaedesigns @threejs Nah I wouldn't say so, the per-vertex transfer values are CPU raytraced and even with three-mesh-bvh and 7 workers blasting it's pretty slow on my PC :D (still tolerable though, depending on settings 20 sec to 2-3 min for this mesh).
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@kitaedesigns @threejs The math should be the same, though I don't have probes yet (not focusing on dynamic objects yet), just one environment map in SH basis - which is basically like a single probe capturing the very distant environment.
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@trikortreat123 Very good - if done per vertex the runtime cost is minimal. Way cheaper than say a regular pbr material with an environment map
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