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It's a new month. Hope you all survived Halloween. It's my monthly reminder that you can get all my courses at a discount at niklever.com/courses This months coupon code is NOV22_SALE . #threejs #webgl #glsl #unity3d #javascript #gamedevelopment #html5
Nik Lever retweeted
Was just wondering about something like this. Meta should support this effort.
@Dilmerv @bruno_simon @NikLever @Heaney555
Dear WebXR developers,
For the last few weeks I've been working on a way to bring my next WebXR game, Fizzlings: Chain of Pop, to the Meta Quest Store.
Not as a PWA. As a native app, with no browser and no WebView underneath.
Presenting webxr-to-native.
It's a native runtime that runs your unmodified WebXR build: V8 for the JS, WebGL2 over the device's own GLES driver (ANGLE on Metal/D3D), WebXR over OpenXR, WebAudio over the platform audio API. You add one host.json and get an APK.
Targets:
- Meta Quest (OpenXR), Fizzlings runs at 90 Hz.
- Android phones, macOS, Windows, Linux, iOS (experimental, with an emulated headset or touch controls, so flat web 3D works too)
- visionOS (experimental, simulator only so far)
Tested with @threejs + IWSDK and @WebXREngine. It doesn't know about engines; it runs the bundle Vite gives it, so others may already work.
What it gives us on Quest:
- Native Platform SDKs: entitlement, user identity, leaderboards, achievements, age category, etc.
- More headroom than the browser: ~2x the draw calls per frame of Quest Browser in my IWSDK benchmark on Quest 2, GL on its own thread
- Chrome DevTools attach to it like a normal page
- A path to platforms that don't run web tech (consoles are the goal)
Caveats: it's early, it draws no HTML/CSS (your UI must be in built in WebGL. Expect rough edges.
Try it out: github.com/Srile/webxr-to-na… (if you want to skip the build, grab the release)
Many thanks to @squareys and @felix_trz for the inspiration and their help.
Want to create stunning, interactive 3D experiences with no plugins, no installs, and no complex setup, just a web browser?
With #Threejs, the most widely used JavaScript 3D library, that’s exactly what you’ll learn to do in The Three.js Cookbook.
jettelly.com/store/the-three…
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Nik Lever retweeted
Lantern Valley is live ✨
lanternvalley.vercel.app/
My biggest game so far. A cozy miniature adventure with over 20 hours of play across missions and side quests. Tina, a young apprentice knight, hunts the Sparks that scattered before the Night of a Thousand Lights and relights the Great Lanterns of every village.
Go fishing, plant a garden, cook by the campfire, mend a boat, and sail to five islands. Made with #threejs and #WebGPU.
I've written another book. The ThreeJS Cookbook is a collection of recipes for developers using the most widely used JavaScript library for 3D graphics on the web.
jettelly.com/store/the-three… Perfect for web devs, creative coders, and game devs alike.
#threejs #webxr #javascript
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Nik Lever retweeted
I spent $110.74 on tree models and used 25% of my Claude Ultra weekly usage on this, but it was worth it!
Rendering a scene with over 1 BILLION triangles in Three.js using the new meshlet pipeline.
Super excited I can finally use high poly assets in large scenes like this!
Nik Lever retweeted
If anyone wants some ultra performative @threejs water i just opensource'd some at:
github.com/Humpalumps/Ultra-…
(not sure if X will squish the video quality)
As someone who has looked at various game development resources, and created many of my own niklever.com/courses , I recommend The Unreal Engine 5 for Beginners: A Step-by-Step Guide. amazon.com/Unreal-Engine-Beg…
Nik Lever retweeted
Real-time @threejs meshlet #pathtracer journey in the ruins for milestone 3.
Better caching & auto-exposure + less smearing. Walk controller. Pop-in needs work. Neural denoiser still v0.5.
Running in the browser on my M1 Pro.
Showcase to follow.
#WebGPU #gamedev #raytracing
Nik Lever retweeted
Since Steam is taking absolutely ages to approve my account, I figured I'd show a little preview of what I'm working on!
About 6 years ago, I had the idea of making a multiplayer wizard dueling game where every single part of the environment was destructible.
This motivated me to create OpenFracture for Unity, which eventually became three-piñata for Three.js.
I never ended up making the game, but I finally remembered the idea and decided to try building out a prototype!
Lots of work left all around, but I was able to get local multiplayer working and the core concept feels quite fun.
Let me know what you think!










