🚀 Senior Full-Stack Developer | 20+ yrs crafting digital magic ✨. Passionate about innovative animation, creative UI, and robust software architecture.

Odesa, Ukraine
Joined October 2013
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Hey folks! What do you use for sound design in your demos, games or apps? My current setup is Pixabay for royalty-free SFX and music, ElevenLabs for voice design and text-to-speech, and Audacity for editing, layering sounds and adding effects. Any favorite libraries or plugins you’d recommend?
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Detailed sound design is really hard… My mini game already have 70+ sound events, 60+ voice lines, plus breaths and screams. Every creak and footstep needs the right timing, distance and volume. Even with huge CC0 libraries, voice recording, processing plugins and AI tools, I still lose whole weekends digging through samples for those few hidden gems. All that work just to make you hesitate before turning around. And I love it. #gamedev #indiegames #threejs
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Replying to @__rockbiter
Looks really nice and detailed! Awesome!
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Replying to @LuisBizarro
How did the previous version perform? Do you have Lighthouse results from before the rewrite? Would be interesting to compare them under the same test conditions.
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Replying to @mrdoob
And who did that? 😂
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One, two, three, four, five, Once I caught a friend alive. Six, seven, eight, then Hell — Now they're lying where they fell. Second player, come and play! Spot's been open since today. Mind your step, excuse the mess: That's the last one, more or less. #threejs #IndieGameDev
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Replying to @beardarsonist
Good eye. The first version did exactly that: the softness came from picking a blurrier mip of the height map. But a mip blurs by a fixed number of pixels, and mixing levels left steps around the hand and a hard cliff at the wrist. Now the film behaves like a rubber sheet stretched over her. Where her hands or face touch it, it lies on them; everywhere else it pulls back toward flat glass, and a bulge fades out over about 3 cm (that 3 cm is a real distance, not a pixel count), so the film looks the same at any map resolution. The mip pyramid is still there, but only to solve the sheet fast on the GPU.
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Replying to @AristideBenoist
Wow, looks amazing!
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How it's made: a real animated mesh stands behind the glass (from the side, from behind). An orthographic camera renders it into a height map (right), and the mirror's film bends to it, going soft through the mip levels like cloth. The map is redrawn only when she moves. Built with @threejs #WebGPU + TSL.
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It's not glass. Something on the other side found out. It's touching back. Would you touch it? #threejs #threejsJourney #gamedev #indiedev
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Replying to @Andersonmancini
That's really nice! So realistic. I love the way the lights play off each other! Coool! No.. So Hooot!
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3/ The depth offset that keeps the collar and brooch apart moved from pixels to vertices, and triangles go front to back, so hidden pixels are skipped. No invisible shadows, one shader for all portraits, the frame goes to the screen once, not after every pass. #threejs #WebGPU
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2/ Live: dont-look-back.artcreativeco… What they're wearing and their hair never change, so each portrait has one main texture plus a small atlas for its dead, zombie or demon faces, all in KTX2, compressed right on the GPU. Everything that never moves is baked into the model.
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1/ A new challenge inside the #threejsJourney Halloween challenge: the living 3D portrait had to get much lighter, because many more will be watching. Same look, but now a whole hallway of them takes less memory than one used to. Live link and how it's done in @threejs ↓
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A frame atlas can't give smooth motion or real volume, and the 3D model doesn't have the texture of an oil painting yet. Which one do you like better? Atlas: dont-look-back.artcreativeco… 3D: dont-look-back.artcreativeco… In 3D, try Follow visitor: she moves only while he isn't looking.
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Productive weekend on my #threejsjourney challenge entry, with plenty to share. With @threejs I built a simplified copy of my hallway to test creepy portraits: a head-turn atlas cut from video, and a rigged 3D bust pushing out of the canvas (#TSL + #WebGPU). Live demos 👇
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Artem Korenevych retweeted
📺 new #threejs (Opus?) stream today, two parallel projects: a) using SDFs for particles collisions, soft shadows, baking AO/ thickness Blender. Tech prompts. b) naive prompt to make a nice scene of similar direction. You judge where we are now youtube.com/live/0_1WDKZKXRQ
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Replying to @GamefolioGG
Interactive found-footage horror on a cursed VHS tape. Look for clues. Try not to die. Don't look back.
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