🚀 Senior Full-Stack Developer | 20+ yrs crafting digital magic ✨. Passionate about innovative animation, creative UI, and robust software architecture.

Odesa, Ukraine
Joined October 2013
Artem Korenevych retweeted
📺 new #threejs (Opus?) stream today, two parallel projects: a) using SDFs for particles collisions, soft shadows, baking AO/ thickness Blender. Tech prompts. b) naive prompt to make a nice scene of similar direction. You judge where we are now youtube.com/live/0_1WDKZKXRQ
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Artem Korenevych retweeted
LAUNCH TIME! 🏁 Play it for free now: threejspunk.com This is NOT a demo. It’s a full racing game made with #threejs. 🏎️ 50+ missions 🚗 Multiple cars 💎 Collectibles 🌧️ Realistic rendering, rain, reflections & physics 🌃 A huge city to explore 📱 Desktop + mobile Built with #WebGPU, TSL, GPUCompute, and a lot of custom rendering techniques — pushing game quality on the Web as far as I can. I hope you like it 😍. Thanks to all beta testers for their input. Thank you, @sea3dformat, for helping me with performance and story. #threejs #WebGPU #TSL #WebGL #gamedev #indiedev
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Artem Korenevych retweeted
As promised, the #threejs Cyberpunk Project got an update, and the source code is now available. You can download it, learn from it, or feed it into your AI if needed. @sea3dformat and I documented every important aspect and created specific agent instructions with Do's & Don'ts. Live: threejspunk.vercel.app/ Source: github.com/ektogamat/threejs… If you find it helpful, please leave a star on GitHub ⭐️. Thanks again to all the @threejsconf workshop participants. It was great 🥳 to meet you all in person.
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Artem Korenevych retweeted
Replying to @onirenaud
@onirenaud absolutely amazing talk! shared a story of million particles on laptop realtime, rendering, simulation, depth, tracking, super technical details 🔥. Also presenting his work as ready modules at threejs-blocks.com super cool set! Check it out!
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Artem Korenevych retweeted
Want real-time fluid effects in your Three.js scenes? Three Fluid FX adds ink trails, smoke, caustics and liquid distortion with both WebGL/GLSL and WebGPU/TSL pipelines. Perfect for creative coders. Check it out: @artcreativecode threejsresources.com/tool/th… #Threejs #WebGL #WebGPU
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Artem Korenevych retweeted
Hey Hey! Something epic is cooking here! The HDRI map generated by ChatGPT Image 2 is totally crazy! Only need to upscale it though #threejs #HDRI #envmap #godray #trail #reflection #fresnell #lightprojection #terraingeneration
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Artem Korenevych retweeted
Many people asked, so – I just published ActiveFrame open source on GitHub. It's a stripped version of what we've been using so far at @active_theory –  but has all the main ingredients. Still lot of work to do github.com/activetheory/acti… activetheory.github.io/activ…
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Artem Korenevych retweeted
How does the new kid crashcat stack up against rapier, jolt, cannon? I just pushed "js-physics-benchmarks", a side-by-side comparison of performance and bundle size. my opinion: small game? crashcat! bigger game? whole engine in wasm, the barrier to entry is lower than you think.
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Artem Korenevych retweeted
Evidence that chaos can be beautiful. Built with Three.js and GLSL shaders, this integrates dx/dt=sin(y)−b x, dy/dt=sin(z)−b y, dz/dt=sin(x)−b z. At b≈0.19 the Thomas attractor settles into a stable yet chaotic 3D geometry. 🔊
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Artem Korenevych retweeted
I made a visual shader editor for @threejs... and I'm ready for people to start breaking it! 🔨💥 threejsshadergraph.com
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Artem Korenevych retweeted
Previously hit a performance bottleneck with GLSL, so I migrated to WebGPU & TSL. To render 1M+ blades, I built a GPU-driven pipeline: • Compute Shaders for Culling & LOD, feeding directly into Draw Indirect. • VAT-based flowers for efficient animation. First time diving into WebGPU and I’m amazed by its potential! 🚀 Special thanks to @ArayzDev for the performance tips and @bruno_simon for the incredible insights: youtube.com/watch?v=EhZwt9P4…
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Artem Korenevych retweeted
✨ Built a dreamy visual experience "Crystal Bird" Pipeline: GPGPU Particles -> Flowfield Animation -> Unreal Bloom -> Chromatic Aberration -> Film Grain -> Motion Blur Live: crystal-bird.vercel.app/ Code: github.com/SahilK-027/Crysta… #threejs #webgl #threejsjourney
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Artem Korenevych retweeted
Directional light testing for particle self-shadowing using a volumetric mesh #threejs #tsl #threejsjourney
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Artem Korenevych retweeted
Three.js -> TSL -> Raymarching -> Clouds ☁️-> Tornado 🌪️-> Dust -> Bloom ⚡(Compute Simplex Noise)⚡ Fully procedural implementation. Just the way you like it. 👇💖 Live - tornado.misterprada.com/ Code - github.com/MisterPrada/torna… #threejs #tsl #threejsJourney
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Artem Korenevych retweeted
new stream, reimplementing image transition with #threejs TSL shaders from @active_theory demo website motionvectorshowcase.activet…, video: youtube.com/live/AS1Zb26o3ss
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Artem Korenevych retweeted
Portfolio snapshots 3: Chart label positioning One of the first projects I did @Pitch, the challenge was to find a performant way of positioning the labels around the pie chart while avoiding collisions. You can see the visualisation of algorithm in action 🙂
Portfolio snapshots 2: Maze generator One of the first side projects I've shared publicly. I'm surprised its still working 😅 Its really fun to see the maze grow 😀 github.com/MateuszSiek/maze-…
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Artem Korenevych retweeted
War is the new reality for millions. Now it's going only on Ukrainian territory. But what happens next if Ukraine loses? war.encharm.studio #StandWithUkraine #ArmUkraineNow
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Artem Korenevych retweeted
Want to learn real-time VFX? Here are 5 easy UV-related tricks you should know, a thread 🧵 : #VFX #Gamedev 1. Distortion: By offsetting the UV position of each pixel by a different amount when sampling a texture, we can easily create a distortion effect.
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Artem Korenevych retweeted
Guide to Motion Design. Here’s why the 12 motion design principles are GENIUS - and how to design it 🧵:
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Artem Korenevych retweeted
My favorite, simple rotation trick: angle = time - sin(time); This makes it smoothly start and stop every 2pi radians. You can also rotate quarter turns like so angle = time - sin(time*4.)/4.; Demo code: o+=length(max(abs((FC.xy-r*.5)*rotate2D(t-sin(t*4.)/4.))-.3*r.y,0.));
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