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Brian Breiholz

@brianbreiholz.bsky.social
259 followers 113 following 39 posts

Web & Game Dev | building Animagica - the Animation Blueprint Editor for three.js & the Web Find older Posts on: x.com/BrianBreiholz

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Brian Breiholz @brianbreiholz.bsky.social · 17/11/2025
@jensimmons.bsky.social Any way we could get EXT_float_blend back in WebGL 2? It seems that it was shipped in iOS Safari in 2021 but dropped in version 16 and later. It's a pretty critical graphics & compute feature for those of us that can not rely on WebGPU yet.
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Brian Breiholz @brianbreiholz.bsky.social · 17/05/2025
Sufficiently advanced magic. #threejs #blender #IndieGameDev
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Brian Breiholz @brianbreiholz.bsky.social · 10/05/2025
I took the Jolt physics car controller by @jrouwe.bsky.social for a ride on my terrain. This was a while ago, but quite the fun experiment :) #threejs #gamedev #IndieGameDev
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Brian Breiholz @brianbreiholz.bsky.social · 30/04/2025
I implemented Homeworld 2 style sky meshes using baked vertex colors in @threejs.org. Reduces VRAM usage from 200mb (2k x 4k UASTC GPU compressed) to a lowly 4mb! For reference, iOS Safari used to crash web pages at 256mb, so this a big win :) #threejs #gamedev #IndieGameDev
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Brian Breiholz @brianbreiholz.bsky.social · 28/03/2025
Anyone interested in hacking on Octahedral Impostors for @threejs.org ? I took @sketchpunk.bsky.social's octahedron unwrapping code and contributed atlas generation (and some suuper hacky impostor rendering) – maybe someone can push this further for the community :) GitHub Link below:
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Brian Breiholz @brianbreiholz.bsky.social · 19/03/2025
Continuing with regular Assets. Added a dithered fade between LOD levels, makes transitions a lot less noticeable – extra colors for demo purposes :-) #threejs #gamedev #IndieGameDev
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Brian Breiholz @brianbreiholz.bsky.social · 17/03/2025
Didn't get to crosspost this one yet (50mb file limit on here 😬) Dynamic terrain chunks generated at runtime using meshoptimizer with lockborders modifier (no cracks between chunks) The wireframe won't look as satisfying, but generating and rendering is super fast! #threejs #gamedev #IndieGameDev
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Brian Breiholz @brianbreiholz.bsky.social · 18/02/2025
Spent today walking through the baking process for all of my assets. Here are some screenshots of the demo level with sh lighting active on everything. Lots of tuning to be done, but promising :) #threejs #gamedev #creativecoding
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Brian Breiholz @brianbreiholz.bsky.social · 14/02/2025
Modified the fog to pick up some depth from the shadow map and the sh baked ao. With the right settings this really gives a nice anime vibe. The effect is super cheap too! #threejs #gamedev #IndieGameDev
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Brian Breiholz @brianbreiholz.bsky.social · 13/02/2025
Added some "atmospheric scattering" to my PBR material using spherical harmonics colored fog. #threejs #webgl #gamedev
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Brian Breiholz @brianbreiholz.bsky.social · 04/02/2025
Taking the new SH lighting into production. Lots of unexplored avenues, but good enough for the current project. Conclusion: Super cheap *per-vertex* indirect light + ao and as a bonus lets me convert big HDR files into webp + 27 floats for the lighting data. #threejs #gamedev
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Brian Breiholz @brianbreiholz.bsky.social · 23/01/2025
Got a pretty debug view today ☀️ Capturing local lighting conditions into spherical harmonics probes. Previous screenshots (below) just showed the material reacting to infinitely far away light; plan is to enhance this with local captures :) #threejs #webgl #gamedev
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Brian Breiholz @brianbreiholz.bsky.social · 04/01/2025
Forgot to post this one yesterday :) 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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Brian Breiholz @brianbreiholz.bsky.social · 02/01/2025
I've been working on Spherical Harmonics lighting and precomputed radiance transfer in @threejs.org. Far from perfect just yet, but still happy that I've gotten so far :) For context: there are no direct lights in this scene, this is just the mesh reacting to an environment map. #gamedev #webgl
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Brian Breiholz @brianbreiholz.bsky.social · 13/12/2024
Even though my code contains few react three fiber components anymore (most rendering is done via BatchedMesh), I can still use @triplex.dev in vscode as a level editor, with the help of custom React components and Koota, the new @pmnd.rs ecs. More on that setup soon :)
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Brian Breiholz @brianbreiholz.bsky.social · 12/12/2024
WIP Working on a small Jump & Run game in @threejs.org to showcase Animagica. It's not enough to have beautifully animated models. We need a runtime system that controls which clips get played and how to transition between them based on our game state. #threejs #webgl #gamedev
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Brian Breiholz @brianbreiholz.bsky.social · 01/12/2024
Added mesh colliders to the pipeline. Few things to clean up, then we can actually start building levels! 🙏🚀 #threejs #webgl #gamedev #indiegame
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Brian Breiholz @brianbreiholz.bsky.social · 29/11/2024
Working on an asset and content pipeline for my new game. Using @triplex.dev as my level editor. Custom Blender plugin and server for instant assets updates. @threejs.org BatchedMesh to reduce draw calls (500+ Assets (~1500 meshes) -> 23 Draw calls) #gamedev #threejs
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Brian Breiholz @brianbreiholz.bsky.social · 19/11/2024
Code is now available as a R3F hook: codesandbox.io/p/sandbox/im... #threejs #webl #creativecoding
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Brian Breiholz @brianbreiholz.bsky.social · 18/11/2024
Making a R3F abstraction for dynamic environment maps 🎆✨ These can be used to fake lighting that bounced of the environment at relatively low cost. #threejs #gamedev
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Brian Breiholz @brianbreiholz.bsky.social · 18/11/2024
Hey, I'm building Animagica – a professional character animation system for #threejs and the web. As I didn't get to post any of it here before, I made a compilation of all my previous introductory material. Check it out :) www.youtube.com/watch?v=RCph... #gamedev #animation
youtube.com
Animagica: Character Animation System for Three.js
YouTube video by Brian Breiholz
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Brian Breiholz @brianbreiholz.bsky.social · 15/11/2024
Continued experimentation: Now rendering a static cube map (16x16 lol) once for each mesh. Certainly not going to work for every Scene but seems like an easy alternative to a lightprobe grid where it fits. #threejs #gamedev #creativecoding
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Brian Breiholz @brianbreiholz.bsky.social · 12/11/2024
I've been experimenting with some bounced lighting on my character. Here's a comparison with a static environment map. I think it makes quite the difference! #threejs #gamedev #creativecoding
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