VoR

✨ IK Necromancer
🎨 Wannabe 3D Modeler
🔥 Javascript Developer
🥒 Open Source Enthusiast
🤪 Wakadoodle Extraordinar
🖌️ Painter of Pixels
💠 Pusher of vertices

@sketchpunk.bsky.social

Code+Demo
sketchpunklabs.github.io/three
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 #gamedev #indiedev #javascript

Code&Demo
sketchpunklabs.github.io/three

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

Code&Demo
sketchpunklabs.github.io/three

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 !

Code&Demo
sketchpunklabs.github.io/three

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

Code&Demo sketchpunklabs.github.io/three

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

Demo/Code: sketchpunklabs.github.io/threejs_proto/code/webgl/maths/spline_camera.html

You like interesting prototypes? Like 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 #opensource #gamedev

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 #maths #gamedev #webgl #javascript

CODE: github.com/sketchpunklabs/osso

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

DemoSrc: sketchpunklabs.github.io/three

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

Demo/Src: sketchpunklabs.github.io/three
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

Code/Demo: sketchpunklabs.github.io/three
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 4 all
#threejs #maths #gamedev #indiedev #javascript #webgl #webdev

Code / Demo : sketchpunklabs.github.io/three

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

Code/Demo sketchpunklabs.github.io/three
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

github.com/codecrafters-io/bui
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

Code: github.com/sketchpunk/cw_demo
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

Code/Demo sketchpunklabs.github.io/three
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 #javascript

github.com/sketchpunklabs/thre
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 :)

Demo/Code: codesandbox.io/p/sandbox/proto

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.

@bjornornorn From what I'm reading its like irregular grids mixed with marching cubes in a way. The part I dont understand is how are you generating the "rock look" mesh. Is there some kind of "tile" mesh that your tweaking as you append to the mesh?

CODE&DEMOS
sketchpunklabs.github.io/autos

The final first prototype of auto skinning a 3D mesh using compute shaders in #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 #gamedev #indiedev

Client Info

Server: https://mastodon.social
Version: 2025.04
Repository: https://github.com/cyevgeniy/lmst