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Kenneth Pirman ๐Ÿ”ฎ
@KennyPirman
Building virtual javascript worlds at planetary scales - worlds.kenny.wtf/intro ๐Ÿ”ฎ Sailor โ›ต Software Engineer ; formerly ๐Ÿ‡จ๐Ÿ‡ญ
Geneva, Switzerland (he/him)kenny.wtfJoined March 2012

Kenneth Pirman ๐Ÿ”ฎโ€™s Tweets

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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This project was one of my inspirations when I was first starting the hello worlds project ๐Ÿ˜
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Remember the procedurally generated world I was working on months ago? It's live ๐Ÿ‘‰ 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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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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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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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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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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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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๐Ÿ’Œ 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! ๐Ÿš€ #threejs #r3f #cocosengine #gamedev
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ใƒฏใƒผใƒซใƒ‰ใ€ŒSpace Colony "Island-4"ใ€ใ‚’ๅ…ฌ้–‹ใ—ใพใ—ใŸ๏ผ ็›ดๅพ„8kmร—้•ทใ•32kmใฎๅฏ†้–‰ๅž‹ใ‚นใƒšใƒผใ‚นใ‚ณใƒญใƒ‹ใƒผใงใ™ใ€‚ ๅทจๅคงใ‚นใ‚ฑใƒผใƒซใชๅ††็ญ’ไธ–็•Œใ‚’ใŠๆฅฝใ—ใฟใใ ใ•ใ„๏ผ #VRChat_world็ดนไป‹ vrchat.com/home/world/wrl
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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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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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