Pat (@PFarnach) header
Pat (@PFarnach) profile picture

web dev, game dev, tinkerer, woodworker (he/him).

Portland, OR
Joined October 2011
Photo by Pat (@PFarnach)Photo by Pat (@PFarnach)Photo by Pat (@PFarnach)Photo by Pat (@PFarnach)Photo by Pat (@PFarnach)Photo by Pat (@PFarnach)Photo by Pat (@PFarnach)Photo by Pat (@PFarnach)Photo by Pat (@PFarnach)Photo by Pat (@PFarnach)
There we go, all 219k trees animating smoothly on desktop and mobile with postprocessing on. codesandbox.io/s/pdx-street-… #webgl #threejs
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How it started vs how it's going, cherry coffee table edition. This is definitely the most complex build I've done so far 🫠 Designs, tons of milling, 4 panel glue ups, wide inset drawer, sanding galore. A healthy serving of mistakes that I hopefully learned from.
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No one makes a better case for dropping Unity than... checks notes... Unity. Don't keep up with the latest and greatest? Cool, we're gonna throw away 5 years of your projects.
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Gotta respect the brazen lack of usefulness here
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So damn cool to see compute shaders running by default in the browser (Chrome Beta for right now). Expect to see 3D tech to take a big leap forward over the next few years. webgpu.github.io/webgpu-samp…
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😣Ah crap, here's the working URL codesandbox.io/s/pdx-street-…
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The trick is to generate 2 textures representing the map and grid positions, where the red and green channels for each pixel hold the x and y position for a given point. Then you just lerp between the two textures in the vertex shader. The map texture here gives off Rothko vibes.
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Shoutout to @MaximeHeckel for the inspiration on the topic. Since the animation is simple here, I ended up not having to use FBOs and the setup is pretty concise.
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Animating 3.5 million tris/219k data points on my 5+ year old MBP and the results are predictably mediocre. The next step is to move the animating to the GPU (stuff the points' positions into a couple of textures, lerp between them in a shader, profit). #threejs #r3f
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Turns out you can render all ~219,000 trees from the Portland Street Tree data set at 60fps in the browser (almost 3.5 million tris). Animating them causes some dips but surprisingly holds up well -- more to come there. #threejs #r3f
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Really happy with the game my team was able to make in 5 days for Global Game Jam this year. I always try to learn a new tool or push myself in some way during jams and this year I implemented @YarnSpinnerTool for a dialogue system. 🦝🐼 Check it out! pfarnach.itch.io/trash-panda…
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Also I'm happy to announce this is my last jam using @unitygames. It's turned into such a pile of garbage of a game engine it actually reset my entire project after I closed and reopened the editor (thank god for git). Plus the >30 second file-save-to-run iterations are tiring.
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I finished my first real piece of furniture since, believe it or not, we didn't have anywhere to sit to tie our shoes. Wife designed the fabric and we upholstered it together. Software's cool and all but nothing beats building something physical that *could* last for generations.
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I made a heatmap of on-street trees in Portland using public data and it makes the tree coverage disparity in outer SE + NE especially obvious. pdx-tree-map.vercel.app/ #pdx
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This is significant because it's likely that the city's tree canopy is shrinking at the same time heatwaves are becoming more common. Trees help keep neighborhoods cooler and ultimately safer during those heatwaves. wweek.com/news/2022/03/17/po…
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And of course there's a correlation between income and canopy coverage 😔 bestneighborhood.org/househo…
I recently learned about this stylized shading technique and am really into it. Even with my 5 minute programmer art it looks pretty good 🙃 ln6xfr.csb.app/ #threejs #r3f #blender
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The main trick is to transfer one object's normals to another's (a basic sphere to a blob of tiny spheres in this case) in blender. Great explanation of how to do this here xitter.gq/kaleidoscube/status/14…
Since you all really liked the clouds from the last post, we made a very quick How-To-Stylized Clouds in @UnrealEngine 4. These clouds are used everywhere in A Juggler's Tale and really add up to the atmosphere! #indiedev #gamedev #ue4
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Added a No Man's Sky-style scan effect to my terrain shader and it's so buttery 🥹 codesandbox.io/s/r3f-terrain… #threejs #r3f
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Now with screen space horizontal bars
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