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Kenneth Pirman 
@KennyPirman
Building virtual javascript worlds at planetary scales - worlds.kenny.wtf/intro
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Kenneth Pirman ๐ฎโs Tweets
You're offered โฌ1 million, but you're not allowed to shit post about tech stacks. Do you accept?
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Yes! This!
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i appreciate that this puts you in meaningful contact with surface travel instead of just defaulting to jumping between stars. exactly the same way every time. sometimes the fastest path is to fly overland, or get a ride in someone's horse drawn carriage.
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Currently working on a Tool to generate environment-aware Hexagon Grids (including path finding) for my game. Code still needs some fixes but will post on GitHub when it's readyโจ
#threejs #r3f #webgl #gamedev #indiegame #webgamedev
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This project was one of my inspirations when I was first starting the hello worlds project ๐
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Remember the procedurally generated world I was working on months ago?
It's live
infinite-world.vercel.app
No purpose being this project, I was just having fun.
Although I might work on it again.
#threejs #webGL
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Remember the procedurally generated world I was working on months ago?
It's live
๐ infinite-world.vercel.app
No purpose being this project, I was just having fun.
Although I might work on it again.
#threejs #webGL
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Revived this! Probably took a few years off my life to make it work - stay tuned for a blog post on that!
Here's a video with the latest progress, sound on! ๐
#threejs #r3f #webgamedev #react
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I got offscreen canvas to work with my little world maps, such a powerful and neat API!
I think I'll include some simple map drawing tools inside the HelloWorlds library that will leverage the existing workers / generators
can't wait to do some minimaps and stuff!
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My hot take is that most of us have not adequately processed the trauma of the pandemic. And our sprawling, unprocessed trauma chews away at our brains in myriad ways that make us anxious about why we canโt seem to live our lives as instinctively or as joyously as we did in 2019.
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I mean it was advertised as being "one of Obama's favorite books of the year" lol
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One of my takeaways from reading The Ministry of the Future is how much of the progress made in that book was dependant on enabling climate terrorists to go about doing terrible things to oligarchs, capitalists, Davos attendees, and climate deniers.
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New VR nethack run who is with me!
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Here's a little experiment I did this afternoon. Pretty happy with the results, not sure how far I'll take it.
#rogue #roguelike #nethack #WebXR #VR
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My brain when I try to work on my side projects after finishing a 8 hour work day.
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It looks so good!!!
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I have news! My card game is the weekly feature in the @webgamedevs discord!
AND I'm naming it Summoner's Deck (at least for now)
AND you can play it! It's still quite a prototype but you can fight it out with the AI and win or lose.
Try it out:
game-state.cards-client.pages.dev
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๐ The interview of Dek, the solo game developer behind MMORPG , is out! Learn about his journey and incredible work here: webgamedev.com/interviews/dek #gamedev #indiedevs #html5games #javascript
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Hey Twitter. Enjoy this nice misty cove with me. #screenshotsaturday #gamedev
(Slightly better quality version on my Mastodon: mastodon.gamedev.place/@jonikorpi/109)
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Javelin 1.0 has an exceptional networking library for syncing your entities in an รผber-performant way across the wire -
javelin/net 2.0 will come sometime soon with some improvements there as well~
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New things
- system scheduler with ordering constraints & run criteria
- type system to compose entities easier
- Custom entity relationships
- Entity hierarchies
- Enum components
- Improved query performance
- Improved bulk create/delete performance
- plugin system
- New docs!
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I fixed my edge detection problem! It looks so good! You might even use this as a base for a stylized low-poly-looking planet, but we'll need this distance value for tectonics simulation~
Now... how could we use noise to push these boundaries between ocean and land?
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Here is my attempt to do that using a series of #three's Line3 instances which comprise the polygon, but the result is wild and geometric - instead of sharp, with the slopes rising towards the plate centerline.
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Tectonics generation stuff, height = distance to plate boundary vertices. I'd like to get the distance to the actual line edges that make up the plates though, instead of the plate polygon vertices
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Join the discord for a great co-working voice chat hangout space, exactly what I've been looking for as a lonely developer
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๐ The #WebGameDev Newsletter Issue 005 is out! Read it online here: webgamedev.com/newsletter/005 and subscribe to get the next ones delivered right to your inbox! ๐ #threejs #r3f #cocosengine #gamedev
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Some faster (but still maybe 10x too slow) edge detection now:
terrain height = distance to plate boundary
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๐ The #WebGameDev Newsletter Issue 004 is out! Read it online here: webgamedev.com/newsletter/004 and subscribe to get the next ones delivered right to your inbox! ๐ #threejs #r3f #playcanvas #phaserjs #gamedev
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ใฏใผใซใใSpace Colony "Island-4"ใใๅ
ฌ้ใใพใใ๏ผ
็ดๅพ8kmร้ทใ32kmใฎๅฏ้ๅในใใผในใณใญใใผใงใใ
ๅทจๅคงในใฑใผใซใชๅ็ญไธ็ใใๆฅฝใใฟใใ ใใ๏ผ
#VRChat_world็ดนไป
vrchat.com/home/world/wrl
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๐๐ฎ Today, I am launching WebGamer, a simple portal of curated next-gen web games: webgamer.io. More details about the tools these games use on WebGameDev: webgamedev.com/games-demos
#html5games #webgl #threejs #playcanvas #gamedev
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big perf improvements for the floodfill algo, now just 300ms (hexagon edges are around 60km at the chosen resolution) vs nearly 4 seconds for my previous go-around
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This looks so crazy cool
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Experimenting with a hex-grid-based spatial hash system, it's so fast!
Very excited by where this is going~
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first draft of a camera system inspired by that I think will help me develop things at all scales, including down to ground level.
Needs some brushing up but I'm so pleased I got the transitions between planets/moons working!
#screenshotsaturday | #threejs | #r3f
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The gravity is constant but can easily be changed to a newtonion model; although I'd like to just use Rapier attractors if I can get them to work.
Still, putting all the logic into hooks is really cool, thanks for your write up that helped me grok it easier
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I tried to get a PointerLockControls working so I can have a little character to walk around the planet, but apparently you can't orient it any way you want?
So instead of rewriting a library, I figured out how to add gravity and stuff using ECS patterns in #miniplex
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The dust motes velocity changes by FBM, which looks really naturalistic. I love the patterns that emerge as the dust rides invisible waves.
In this video you can see the weird skipping/teleporting much more easily if I change the camera's position.
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The particles tend to skip and teleport around as you get away from the planet's core (0,0,0) (not great, it was supposed to be space dust, not planet-y dust).
I had to clamp the particle velocity at just 100m/frame or else they would start making bizarre glitchy patterns
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Yesterday I tried to make some space dust. It's quite primitive, and the GPU can't seem to make sense of the large numbers in this scene. I should really switch to floating origin for these scenes.
It's a great exercise though, if you're looking for a small vfx to implement.
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