Preview of a real-time @threejs destruction library I've been working on!
Lots more demos in progress, may do a technical breakdown on here of how it works.
Will open-source it once it's more polished.
Built on top of three-avbd: github.com/sbobyn/three-avbd
#threejs #webgpu
Ok the Teardown-inspired @threejs voxel destruction demo is live! is live!
Try it here three-voxel-destruction.verc… added two more scenes - race track 🏎️ and spacestation 🚀
Code github.com/sbobyn/three-voxe…
#threejs #webgpu
GPU physics engine powering the physics (now on npm): github.com/sbobyn/three-avbd
based on graphics.cs.utah.edu/researc…
GPU physics engine powering the physics (now on npm): github.com/sbobyn/three-avbd
based on graphics.cs.utah.edu/researc…
50,00 bricks falling to form the Mona Lisa
three-avbd.vercel.app
#threejs
110k rigid bodies in real time, in a browser tab. Grab anything, fire cannonballs.
Built with Claude Opus 5.5: Augmented Vertex Block Descent (SIGGRAPH 2025, Giles, Diaz & Yuksel) in WebGPU with @threejs . It's a physics solver that stays stable with huge scenes and big mass ratios. Opus 5.5 even put together this whole demo reel video just from a single text prompt in Claude Code haha 🤯
Try it: three-avbd.vercel.app
(recorded on an M4 Max, lighter scenes run fine on older computers or on mobile)
Code's here, MIT licensed. Go build something with it, have fun breaking things: github.com/sbobyn/three-avbd
#threejs #WebGPU
Been reviving the path tracer I built last fall with @threejs and WebGL2 shaders.
Added Raster/path-traced comparisons, camera-ray visualization, device performance calibration, an interactive BVH inspector, and more.
I wrote the original myself, but had a lot of help from GPT-5.6 Sol (and recently Astra) this time around. Pretty impressed with how much cleaner it’s become with little manual coding. Astra even recorded these demos directly from the app haha.
Try it here: pathtracer-lab.vercel.app/
#threejs
Started working on an interactive WebGL-based pathtracer this past week!
It's integrated with Three.js for scene management, debug rendering, and interactive controls.
#threejs #webgl #raytracing #pathtracing
Repo: github.com/sbobyn/three-path…
Live Demo: sbobyn.github.io/three-patht…
So far, the implementation follows book 1 of @Peter_shirley 's raytracing series
Next I'm planning on adding
- textures, quads, and area lights, skybox lighting
then
- triangles + mesh loading
- fragment shader → compute shader
- scene uniforms → data textures
- bvh

