Be extremely intentional with your friendships — not acquaintances, not business partners, actual friends
Try to pick high-integrity people — the right people
Invest time in those relationships
Cut or downgrade folks who are transactional or who don’t show up for you
Reallocate that time and energy to the right people who do
It's ok to be cutthroat about this, as life is the memories you create with your friends and family.
Invest in making moments.
WebGPU retweeted
Still to add:-
16 other cars outside the 4 you choose from need new paintwork.
Speech for each car so when you hit of near miss they speak, including non-English language with sub titles for jokes.
HUD is being worked on at the moment.
Final polish this track.
Then tracks 2 through 6 to be built.
About 10/hrs from start to this point.
@threejs @WebGPU @Blender
#ThreeJS #WebGPU #Blender #GameDev #UK
WebGPU retweeted
The back of the Navier-Stokes milestone shirt is the last line of the chain-of-thought from the solution:
🔥
Milestone 4 of my @threejs meshlet #pathtracer tackles Zorah, @NVIDIA’s brutal 1.6B triangle test scene.
The renderer had to mature: skinned meshlets, new neural denoiser/upscale, fog, water, reflections, 500+ lights, etc.
Real-time, in-browser
#WebGPU #raytracing #gamedev
WebGPU retweeted
real time global illumination, now on webgpu
compute-shader path tracing + a denoiser, so you can orbit and spin stuff and it stays relatively clean? What do you think?
rgbjoy.com/experiments/globa…
how it got from 13ms → 6.5ms a frame: bounce rays traced at a quarter res, edge-aware upsample so light doesn’t leak across edges, à-trous denoiser, and only the stuff near the spinning plus re-traces each frame. the rest just settles
#WebGPU #GlobalIllumination #PathTracing #RayMarching #ThreeJS
👀
WebGPU in Chrome 153 and 154 brings major WGSL language upgrades → goo.gle/4hGkYAU
You can now write directly to vector swizzles like position.xy = vec2f(10.0, 20.0) with the new swizzle_assignment extension.
Also included in this release:
• WGSL buffer_view for reinterpreting buffer memory with built-in functions
• Direct mapping improvements in Dawn to eliminate extra GPU buffer copies
👀
My WebGPU path tracer is open source! 🎉
Physically based rendering, running right in your browser. MIT licensed.
- WebGPU compute shader path tracing, with WebGL 2 fallback
- Two-level BVH built using parallel Web Workers, based on TinyBVH. A 4.6M-triangle scene's BVH builds in just 0.5s on my M4 Max
- Clean results from just a few samples with OIDN denoising
- OpenPBR 1.1 materials
- Physical camera with f-stop depth of field, AgX tone mapping, and bloom
- Drop-in Three.js scene synchronization
github.com/pissang/mutracer





















