Daytona retweeted
Detail of the different parts of the scene.
Made with @threejs.
Daytona retweeted
Check this master piece from @javpixel_art!
Daytona retweeted
My new piece "Video Arcade" is done! 👾
I'm super happy with it. Probably one of my most detailed pieces so far.
There's something really satisfying about bringing an idea to life exactly as you imagined it.
Hope you like it! 🩶
(This will be part of the XYZ collection.)
Daytona retweeted
BUILD YOUR OWN REAL HARDWARE 🔥
(Spoiler: Initial Prompt in the last post! 👀)
1/9
I wanted to try designing a piece of hardware I could build myself, and put the whole development process in one app.
That became JAVTUNE (Pretty original😁): from the initial 3D model and engineering views to electronic connections, assembly guidance, print settings and Amazon/Alibaba part searches.
The goal is to take it from a digital concept to something I can 3D print, wire and assemble at home, with automatic generation of printable files as part of that workflow.
The stack
Opus 5.5 → initial modeling
Astra → refinement
Three.js → interactive 3D
Anatomy → technical visualization workflow
React + TypeScript → UI and shared data
Framer Motion → UI transitions
Vite → development and builds
Let's take a deeper look 👇
Daytona retweeted
With the TCG market ripping I have to remind you that you can order the official Paradox TCG booster pack in my website!
- Shipping worlwide
- Pay directly with Crypto
- Top Quality
Some collectors have already grabbed their packs and love them 🥰.
Grab yours! 👇
Daytona retweeted
A cool trick to simulate depth and save time and tokens.
In my new Video Arcade piece I have an entrance where you can see the outside.
The street outside combines 3D geometry with a single 2D image to create the illusion of a much deeper environment.
The technique is called projection mapping. We project the image onto several simple surfaces: a horizontal ground plane, two side walls, and a distant background. They share the same projection, calibrated around the image’s horizon, vanishing point, and camera height. This makes the photographed pavement follow the ground’s perspective.
Closer to the entrance, the street uses actual 3D elements: facades, signs, lamps, sidewalks, and overhead wires. As the camera moves, these elements create parallax and occlusion, nearby objects shift more than distant ones and naturally hide parts of the background.
The transition matters just as much as the geometry. The 3D floor gradually blends into the projected pavement, while matching brightness and color helps both parts feel connected. A subtle, depth-aware blur softens the exterior while keeping the interior sharp.
It’s a lightweight 2.5D environment: real geometry provides the depth cues, and the image supplies the distant detail. The background’s initial softening is also prepared during loading, saving repeated work while the scene runs.
Daytona retweeted
- Hey Jav, you didn't post anything since a few hours , are you alive?
- Yeah, just making something fucking awesome, give me a beak mfer.
Daytona retweeted
I've made a quick demo using the procedural base from "Train of Thoughts", allowing to change between day and night in real-time rendering.
Sound on 🔊
Made with @threejs
"Train of Thoughts" - Original Interactive 1/1
My new piece is available to collect on @TransientLabs via auction.
This is my first fully-interactive piece, you can explore the train and the thoughts of the passengers inside.
The road is procedural and endless.
Link below! 🫡


















