kenny.wtf
kenny@mastodon.gamedev.place
<p>Terrain stuff, <a href="https://mastodon.gamedev.place/tags/procgen" class="mention hashtag" rel="tag">#<span>procgen</span></a> enthusiast, <a href="https://mastodon.gamedev.place/tags/webgpu" class="mention hashtag" rel="tag">#<span>webgpu</span></a> and software engineering</p>
Posts
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Post #3083119
My hello-terrain library is finally getting picked up by game devs :) https://hello-terrain.kenny.wtf/ #threejs #webgpu #r3f
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Post #3083118
Terrain raycasting API is working so well~ First time I&#39;ve ever been able to embody a character and walk around one of my terrain scenes! #threejs #r3f #helloterrain
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Post #3083117
Raycasting character controller + terrain heightmap stamps (from https://github.com/Roland09/Terrain-Stamps ) #threejs #r3f #helloterrain
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Post #3083116
I&#39;ve uploaded a small example of a world you can walk around in, using the raycast and terrain query API of the terrain library to power a simple character controller. Go have a stroll! #threejs #r3f #HelloTerrain https://hello-terrain.kenny.wtf/examples/raycast-character-controller
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Post #3083115
I&#39;ve published my first pass at a React API for #HelloTerrain, available now on npm. It&#39;s a lot easier to use when developing a react-three/fiber scene. Try it out! #r3f #threejs https://hello-terrain.kenny.wtf/docs/react
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Post #3083113
Currently trying to figure out how to do some medieval land use simulation, but I&#39;m having trouble thinking about the &quot;substrate&quot; or like basic node primitives are. Perhaps subdividing voronoi?
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Post #3083112
I made an interactive &quot;poster&quot; for next week&#39;s creative coding meetup! https://ccnyc.space/ inspired by doom metal album covers~