Nik Lever (@NikLever) header
Nik Lever (@NikLever) profile picture

Animator, programmer and keen sailor. I create Udemy video course mainly teaching game programming, https://teapawt.net/t.co/BdSHHjfSR9 .

Manchester
Joined February 2009
Photo by Nik Lever (@NikLever)Photo by Nik Lever (@NikLever)Photo by Nik Lever (@NikLever)Photo by Nik Lever (@NikLever)Photo by Nik Lever (@NikLever)Photo by Nik Lever (@NikLever)Photo by Nik Lever (@NikLever)Photo by Nik Lever (@NikLever)Photo by Nik Lever (@NikLever)Photo by Nik Lever (@NikLever)
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
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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.
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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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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.
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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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Hooke's compound microscope and his famous flea, based on Micrographia (1665). #WebXR @threejs
Nietzsche’s typewriter on Vision Pro. A procedural reconstruction of the Malling-Hansen Writing Ball, based on the original 1878 patent.
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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!
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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)
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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…
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The step-by-step structure builds your confidence from the ground up, ensuring you never feel lost or overwhelmed. If you have zero prior experience and want a clear, accessible, and highly practical introduction to the Unreal Engine, this book could be the perfect investment."
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What sets this book apart is its exceptional level of 'hand-holding.' Many guides claim to be for beginners but quickly jump into complex concepts without proper explanation. This book genuinely suits beginners.
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doodling with #threejs #webgpu
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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
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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!
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