35 Followers
20 Following
112 Posts
Terrain stuff, #procgen enthusiast, #webgpu and software engineering
homepagehttps://kenny.wtf
homebaseNYC
The sentence-based gameplay mechanics in Realis sound good as hell. https://www.kickstarter.com/projects/crum/realis
Realis

A new tabletop roleplaying game by Austin Walker

Kickstarter

I finally got round to writing that blog post y'all were badgering me about! Finally revealing how those waves are made 🌊

https://frozenfractal.com/blog/2026/3/27/around-the-world-30-making-better-waves/

#GameDev #IndieDev #IndieGame #GodotEngine #Godot #ProceduralGeneration #ProcGen

Around The World, Part 30: Making better waves

I previously blogged about how I’m modelling and rendering water waves in the game, but that was in the previous incarnation on a sphere. I’ve finally ported that over to the current version, and made some considerable improvements along the way. People told me it looks good, and I tend to agree. Let’s dive in!

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

‪Archipelago
#ProcGen

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

💌 The Web Game Dev Newsletter Issue 030 is out! Read it online here: https://webgamedev.com/newsletter/030, and subscribe to get the next ones delivered right to your inbox 🚀 #threejs #r3f #gamedev
Newsletter – Issue 030 | Web Game Dev

My hello-terrain library is finally getting picked up by game devs :)

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

#threejs #webgpu #r3f

Managed to fuse @runevision's erosion shader (sampled on a sphere) and @lisyarus's SWE Virtual Pipes fluid sim. It all works on a Yin-Yang chimera grid.

The fluid sim runs on two 1x3 storage textures (in this case 1024x3072) which are then mapped on the 6 faces of a texture_cube<f32>.

The exchange shaders between the Yin-Yang scalar and vector (MAC) grids works with simple bilinear interpolation.