I've published my first pass at a React API for #HelloTerrain, available now on npm. It's a lot easier to use when developing a react-three/fiber scene. Try it out!

#r3f #threejs

https://hello-terrain.kenny.wtf/docs/react

React Overview

Build Hello Terrain scenes in react-three/fiber with the @hello-terrain/react package

I've uploaded a small example of a world you can walk around in, using the raycast and terrain query API of the terrain library to power a simple character controller. Go have a stroll!

#threejs #r3f #HelloTerrain

https://hello-terrain.kenny.wtf/examples/raycast-character-controller

Raycasting character controller + terrain heightmap stamps
(from https://github.com/Roland09/Terrain-Stamps )

#threejs #r3f #helloterrain

Terrain raycasting API is working so well~ First time I've ever been able to embody a character and walk around one of my terrain scenes!

#threejs #r3f #helloterrain

I changed the backend of #HelloTerrain to use a texture atlas instead of a flat buffer, hopefully that will make it easier to interpolate between values, because I want to start putting trees and stuff on these terrains!

#threejs #r3f #webgpu

https://hello-terrain.kenny.wtf/docs/core/elevation-function

Frustum-culling now comes standard in the #HelloTerrain system~

I always enjoyed the debug demonstrations like these, now I get to make my own!

#threejs #webgpu #tsl #procgen