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VoR

@sketchpunk.bsky.social
188 followers 12 following 84 posts

✨ IK Necromancer 🎨 Wannabe 3D Modeler 🔥 Javascript Developer 🥒 Open Source Enthusiast 🤪 Wakadoodle Extraordinar @sketchpunk@mastodon.gamedev.place

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VoR @sketchpunk.bsky.social · 28/09/2026
#Opensource Demo sketchpunklabs.github.io/manne_3js/ New repo using ue5 mannequins with a vanilla #threejs approach to make a loco/combat prototypes. Was able to get some PvP counter animations which I need for experimenting with a freeflow combat system. Tis all free. #gamedev
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VoR @sketchpunk.bsky.social · 20/09/2026
#Opensource Demo sketchpunk.gitlab.io/linkle/ Build a "gameplay abelites system" from scratch. Its a way on how to build things that your char can do & gets applied to them. Plus turns states into tags. Overall, it feels like a good modular way to make game features #threejs #gamedev
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VoR @sketchpunk.bsky.social · 18/09/2026
#opensource demo sketchpunk.gitlab.io/linkle/proto... Handcoded StateMachine for #threejs AnimationMixer - Transitions: Now, from end, from start - Marker Events: trigger things from animations - Handles animation stacks - Great starting point for any #gamedev to manage animations
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VoR @sketchpunk.bsky.social · 13/09/2026
Days of R&D to recreate #Unreal's Gameplay Abilities System to work on the web with #threejs. Building a core sys with user defined Tags, Abilities & Effects as data. I made a dodge ability, cooldown & stamina cost/regen effects, plus tags that define current state #gamdev
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VoR @sketchpunk.bsky.social · 01/09/2026
#Opensource Demo: sketchpunk.gitlab.io/linkle/ Spent too much time learning & prototyping grass using cards but I get flexibility on stylizing the grass instead of using blade methods. Lots of #procgen stuff in this example. 90% from scratch, AI gave me wind #maths #threejs #gamedev #webgl
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VoR @sketchpunk.bsky.social · 18/08/2026
sketchpunklabs.github.io/ai_proto/ Thought I'd house all the AI #threejs prototypes I've been generating on #github instead of sharing claude artifact links. There is way more stuff there then I've shared so far, worth a look. All the code is #opensource, to use & learn from it.
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VoR @sketchpunk.bsky.social · 11/08/2026
Demo & #Opensource sketchpunklabs.github.io/threejs_prot... With so much AI bs, felt like hand coding something from scratch for funz. I was inspired by @DX_Nacca post about dynamic scaling. So took a stab at recreating it in #threejs, even used @KenneyNL's assets in the recreation. Code is free
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VoR @sketchpunk.bsky.social · 23/07/2026
Demo & #Opensource 🪄🚀 sketchpunk.gitlab.io/linkle/ From scratch animation state machine, clip events, object pool, input actions & buffer, task queue. LOTS of typing for button mashing proto of linkle casting sad looking dark magic orbs into the ether Hizzah! 🥳 #threejs #gamedev
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VoR @sketchpunk.bsky.social · 16/07/2026
Demo & #Opensource sketchpunk.gitlab.io/linkle/ Ported magic casting anim to the project! Updated animation viewer make packs switchable for better browsing & testing them. Plus linkle dressed now in viewer with a toggle, cause why not. Wanna work out controlling anim switching #threejs #gamedev
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VoR @sketchpunk.bsky.social · 15/07/2026
Demo & #Opensource sketchpunk.gitlab.io/linkle/ Root motion coded from scratch & integrated into 1D Blendspace. This will make it easier to get her moving around a scene and eventually doing combat. Step by step baby. #threejs #webgl #gamedev
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VoR @sketchpunk.bsky.social · 10/07/2026
Demo & #Opensource sketchpunk.gitlab.io/linkle/ 2D Blendspace animation sampler & UI Web Component... From Scratch! Blending 3+ animations at the same time can be useful especially for this example of 5 locked in walking animations. All free, enjoy! #threejs #gamedev #animations
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VoR @sketchpunk.bsky.social · 06/07/2026
Demo & #Opensource Ripped some combat animations & got them all web ready for linkle. Update the animation viewer to use the new linkle builder, weapon assets & preview the new combat glb. Tis free for anyone to use. I cant wait till I code up the combat system, tis a slow process #threejs #gamedev
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VoR @sketchpunk.bsky.social · 02/07/2026
Demo & #Opensource sketchpunk.gitlab.io/linkle/ Summon linkle into your project! You ask & u shall receive. I created builder that will quickly assemble linkle for u plus examples of posing by code & loading animations into #threejs mixer. DL assets & ex in repo. #gamedev #webgl
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VoR @sketchpunk.bsky.social · 29/06/2026
Demo & #Opensource sketchpunk.gitlab.io/linkle/ Rebuilt BlendSpace1D animation sys + made UI web component. Getting closer to a simple traversal sys for linkle. Can't wait till combat prototype is fleshed out more :) #threejs #gamedev #javascript #indiedev #webdev #webgl #animation
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VoR @sketchpunk.bsky.social · 12/06/2026
Demo & #opensource sketchpunklabs.github.io/threejs_prot... add phases to the mini animation sys & worked out btn mashing to repeat attack1 & combos with timed presses. Plus weapon goes away after 3secs of no attacks. Good progress on this from scratch combat sys. Will add more later #threejs
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VoR @sketchpunk.bsky.social · 06/06/2026
Building combat scratch: StateMachine, MiniClip, MiniClipPlayer, FixedFrame, In Between Fixed Transform tweening, Keyboard/Gamepad Input, Input Action State & Buffer. FINALLY seeing the beginnings of the 3Hit Combo 🥳 #threejs #gamedev #indiedev
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VoR @sketchpunk.bsky.social · 31/05/2026
Demo/#opensource sketchpunklabs.github.io/threejs_prot... Strapped for time, building combat sys /wo the char anim sys to speed things up. Made ball ctrl /w fixed frame updates, in between transform lerp with keyboard+gamepad input. Next sword out of cube & start swinging :) #threejs #gamedev
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VoR @sketchpunk.bsky.social · 24/05/2026
Demo & #Opensource sketchpunklabs.github.io/threejs_prot... Built a dynamic atlas renderer along with an img made from @kenney.nl 's assets. I made it to work in world & screen space. Seeing lots of this in future prototypes Everything is free & open, enjoy! #threejs #webgl #glsl #gamedev
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VoR @sketchpunk.bsky.social · 14/05/2026
Fixing up ripped animations for linkle. Had fun building a small webapp to review the packs im making, including UI from scratch using web components. Will later update to handle tagging frames when I work on combat animations. #threejs #gamedev #indiedev
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VoR @sketchpunk.bsky.social · 04/05/2026
Demos & #OpenSource sketchpunk.gitlab.io/linkle/ Finally finished making the asset proto. Spent more time in blender & toolkit then I did coding it. This will be a fun base moving forward as I go back to work on the animation & combat system. Tis All Free! #threejs #gamedev #webgl
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VoR @sketchpunk.bsky.social · 26/03/2026
zelda's #botw has main char broken out into head, upper & lower. Each has their own skeletons plus an animation skeleton. Got the ripped linkle mod base + 1 armor asset working together in #threejs. Can't wait to get her running & attacking things on the web #opensource #gamedev #indiedev
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VoR @sketchpunk.bsky.social · 10/03/2026
Bit of work but linkle is now working well on the web with #threejs. Only 800kb without zip, not bad. Next get some animations converted & running plus some armor assets. Can't wait to have her run in a field of grass while hitting things. Small steps :) #opensource #gamedev
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VoR @sketchpunk.bsky.social · 05/03/2026
#opensource demo sketchpunklabs.github.io/threejs_prot... First milestone complete, animation system & 3rd person ctrlr from scratch. Even got Xbox ctrl input cause im no keyboard warrior 😘 Sensible thing is to do jumping next, nay! Tis time for COMBAT !!! 👊🗡️ #threejs #gamedev #indiedev
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VoR @sketchpunk.bsky.social · 04/03/2026
#Opensource Demo sketchpunklabs.github.io/threejs_prot... Refactored 1D Blendspace proto to work in my new from scratch anim sys. Root motion built in & works with fixed frames. Next add xbox ctrler to move mewtwo around infinite world. Can't wait to do combat next :) #threejs #gamedev #indiedev
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VoR @sketchpunk.bsky.social · 15/07/2025
Code/Demo: sketchpunklabs.github.io/threejs_prot... I created an orbit camera controller with the support for #SpaceMouse as an input device. This lovely device is recognized by the gamepad api in the browser, so yey. Very niche feature but fun to have around :) #threejs #3dconnexion
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VoR @sketchpunk.bsky.social · 31/05/2025
Code+Demo sketchpunklabs.github.io/threejs_prot... Enjoyed learning how @PavelBoytchev's planar rotations work, lovely way verts are weighted. Heres my 2nd stab at reproducing a single joint of it. Redid most of the #maths so its very simple w/ lots of comments. Free code, enjoy! #threejs #glsl
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VoR @sketchpunk.bsky.social · 11/05/2025
Code&Demo sketchpunklabs.github.io/threejs_prot... Made a skeleton renderer that uses instanced meshes & custom shaders for the bones. Idea is to easily restyle your skeleton previews all you'd like without all the hard animation mathy bits getting in your way Tis Free! Enjoy. #threejs #webgl
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VoR @sketchpunk.bsky.social · 09/05/2025
Code&Demo sketchpunklabs.github.io/threejs_prot... Someone shared a link to @dedouze_'s new animation tool today at work & felt inspired enough to try to build a very basic concept prototype using #threejs. Tis was a fun exercise this evening. Code is free, enjoy !
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VoR @sketchpunk.bsky.social · 07/05/2025
Code&Demo sketchpunklabs.github.io/threejs_prot... Dealing with cameras lately so tonight I put together 4 examples of moving a camera to fill the screen with the desired object. Free code, enjoy. #threejs #javascript #maths
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VoR @sketchpunk.bsky.social · 28/04/2025
Code&Demo sketchpunklabs.github.io/threejs_prot... Here's a basic proto of creating a wind system. A way to visualize wind dir plus run compute to get wind dir at a certain spot. Gonna use it someday to animate cloths, hair & grass. #opensource, enjoy ! #threejs #maths #glsl
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VoR @sketchpunk.bsky.social · 19/04/2025
Demo/Code: sketchpunklabs.github.io/threejs_proto/code/webgl/maths/spline_camera.html like interesting prototypes? editor stuff? How about this lil example of using gpu picking, viewport rendering, and hermite curves to give your camera a bit of humph while editing & viewing in realtime #threejs
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VoR @sketchpunk.bsky.social · 17/04/2025
Heres the result of all that Asinc bs Ive been dealing with for awhile. Lovely to finally see this model animating. Its swaying booty is just a nice bonus. There are some bugs & lil hacks to get it working. I'll do a full refactor after I get boneSprings workin again 😊 #threejs #gamedev #webgl
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VoR @sketchpunk.bsky.social · 14/04/2025
CODE: github.com/sketchpunkla... Got all that arc #maths fixed up into a non-iterative IK solver. I used the leg bones of the AT-ST since the lens vary oddly & id wanna make sure it'll work. Sadly its really late to try it on the bot but soon! Solver is #opensource, enjoy #threejs
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VoR @sketchpunk.bsky.social · 11/04/2025
DemoSrc: sketchpunklabs.github.io/threejs_prot... Finally getting arcAngle from arcLen & chordLen working using Inverse Sine Cardinal, took 6 yrs. Now I can improve one of my IK solvers & get a starwars AT-ST doing walk cycles from human animations :) Code of the #maths are free. #threejs
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VoR @sketchpunk.bsky.social · 10/04/2025
Demo/Src: sketchpunklabs.github.io/threejs_prot... My employer @getcartwheel has allowed me 2 #opensource a feature I made, a mini view that renders in ur scene. U can render anything you want, first use case was a zoomable view. Made possible by using scissor, viewport & stencil buf #threejs
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Reposted by VoR
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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VoR @sketchpunk.bsky.social · 24/03/2025
Code/Demo: sketchpunklabs.github.io/threejs_prot... I may need to build 3D Gizmos again, so thought I put together a simple ex of all the main actions needed. Got line & plane translation with visualizers for the raw data. FromScratch raycasts + mathlib, free & portable #threejs #maths
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VoR @sketchpunk.bsky.social · 22/03/2025
Code / Demo : sketchpunklabs.github.io/threejs_prot... Reached the first milestone in building a basic #physics engines. Has linear / angular vel, Box Collider, pnt constraint, no dep. Lots of comments, res links, great starter ex for anyone interested in the topic #threejs #maths
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VoR @sketchpunk.bsky.social · 12/03/2025
Code/Demo sketchpunklabs.github.io/threejs_prot... The toy #physics engine Im trying to put together, I found a tutorial on using BVH+MortonCode to handle the broadphase stage. 2 days of reading & coding I have an ex with lots of comments for anyone interested in this fun datastruct. #threejs
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VoR @sketchpunk.bsky.social · 06/03/2025
github.com/codecrafters... Found this great resource that links to various tutorials & examples of how to build things from scratch. I've already started reading one particular build your own 3D physics engine tut & how to completely build your own react library :) #gamedev #webdev
github.com
GitHub - codecrafters-io/build-your-own-x: Master programming by recreating your favorite technologies from scratch.
Master programming by recreating your favorite technologies from scratch. - codecrafters-io/build-your-own-x
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VoR @sketchpunk.bsky.social · 01/03/2025
Code: github.com/sketchpunk/c... I recently did a test on the topic of websockets. I made a barebones & vanilla example of a multiplayer client /server game. Also added an NPC pixel & xbox controller input. #free + good learning example /w lots of comments #javascript #indiedev
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VoR @sketchpunk.bsky.social · 27/02/2025
Code/Demo sketchpunklabs.github.io/threejs_prot... Put together an ex of gpu picking, an alt for ray casting. Uses renderlists so no need to keep extra scene of objects. For point picking I get intID plus worldspace hit pos. Also made screenspace RECT selection :) #threejs #opensource
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VoR @sketchpunk.bsky.social · 25/02/2025
github.com/sketchpunkla... Because of changes to #threejs over the years I need a new repo to continue doing prototyping. Now I can run multiple versions, webgl/webgpu, better organization & updated my visual debugging to work in latest version plus github pages. Clone away :)
github.com
GitHub - sketchpunklabs/threejs_proto: Various prototypes using threejs
Various prototypes using threejs. Contribute to sketchpunklabs/threejs_proto development by creating an account on GitHub.
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VoR @sketchpunk.bsky.social · 16/02/2025
Demo/Code: codesandbox.io/p/sandbox/pr... Revisiting @prideout's Octasphere, this time around I added extra params to reshape it into a 3D rect / capsule shape. No dependences. Engine agnostic, so should work in #threejs @babylonjs etc. Sadly no UV coords tho. Fun shape to have around.
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VoR @sketchpunk.bsky.social · 16/01/2024
CODE&DEMOS sketchpunklabs.github.io The final first prototype of auto skinning a 3D mesh using compute shaders on #webgl & running in #threejs. All the code is up & free for anyone to learn or use. Big step closer to cloning mixamo 🥳 #opensource #javascript #math #animation
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VoR @sketchpunk.bsky.social · 01/12/2023
Code&Demo codesandbox.io/p/sandbox/th... Heres how to voxelize a triangle mesh using #WebGL's TransformFeedback compute within #threejs. Its just the first step to making Voxel Geodesic AutoSkinning. Here's hoping to replace mixamo with something #opensource-y😊 #gamedev #indiedev
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VoR @sketchpunk.bsky.social · 29/11/2023
Code&Demo codesandbox.io/p/sandbox/th... #WebGL's TransformFeedback used to run a compute shader that voxelizes an SDF shape. The modified buffer is part of an instancedMesh that renders a cube for active voxels. BONUS, Raymarched volume render of the SDF too. #threejs #glsl
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VoR @sketchpunk.bsky.social · 15/11/2023
Prototype of using #WebGL's TransformFeedback compute shaders to perform custom skinning with #threejs rendering the results. Mean u can pose/animate a char once then render multiple shells as static meshes. When I have time, I'll try out fur shells & a walk cycle 😊 github.com/sketchpunkla...
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VoR @sketchpunk.bsky.social · 07/10/2023
JOIN THE #THREEJS HALLOWEEN CHALLENGE!!! Use this starter project made with @KayLousberg spooky assets to make a fun/eerie web experience. Tag your creation with #threejshalloween! More info @ repo! Please share & Happy Halloween! github.com/sketchpunkla...
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VoR @sketchpunk.bsky.social · 05/10/2023
Coding burn out... switching to modeling. Redoing what I had left off with MsCosplay. This time around going to really focus on edge flow to make things fit & animate better. Its my personal goal to finish her model this year... i fear doing the face tho.😪 #blender #b3d
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