SimonDev
@simondev.bsky.social
Reposted by SimonDev
Almost done updating my Graveyard Kit, I've remade every single 3D model in this #gameassets pack. It'll release (probably!) near the end of the week, free for everyone and can be used for any purpose.
Thank you for all your support all these years! ✨
Thank you for all your support all these years! ✨
October 14, 2025 at 2:34 PM
Almost done updating my Graveyard Kit, I've remade every single 3D model in this #gameassets pack. It'll release (probably!) near the end of the week, free for everyone and can be used for any purpose.
Thank you for all your support all these years! ✨
Thank you for all your support all these years! ✨
Reposted by SimonDev
AI Slop Is Killing Our Channel
YouTube video by Kurzgesagt – In a Nutshell
www.youtube.com
October 9, 2025 at 5:03 AM
🔔 Site update: new SimonDev site is super functional and getting better.
Latest addition: integrated shader homework - edit GLSL in-browser and match target output. It’s a polished evolution of my 2023 GLSL site.
Reminder, teachable students can access same content (and more)
Link below 👇
Latest addition: integrated shader homework - edit GLSL in-browser and match target output. It’s a polished evolution of my 2023 GLSL site.
Reminder, teachable students can access same content (and more)
Link below 👇
October 6, 2025 at 1:28 PM
🔔 Site update: new SimonDev site is super functional and getting better.
Latest addition: integrated shader homework - edit GLSL in-browser and match target output. It’s a polished evolution of my 2023 GLSL site.
Reminder, teachable students can access same content (and more)
Link below 👇
Latest addition: integrated shader homework - edit GLSL in-browser and match target output. It’s a polished evolution of my 2023 GLSL site.
Reminder, teachable students can access same content (and more)
Link below 👇
Reposted by SimonDev
Recreated my game jam entry in C using @flohofwoe.bsky.social's awesome Sokol graphics library. It was a great learning experience! Implemented camera movement and various tweaks using imgui. Lighting based on @simondev.bsky.social's GLSL course.
Link: github.com/yhutter/soko...
#c #sokol #gamedev
Link: github.com/yhutter/soko...
#c #sokol #gamedev
August 23, 2025 at 4:40 PM
Recreated my game jam entry in C using @flohofwoe.bsky.social's awesome Sokol graphics library. It was a great learning experience! Implemented camera movement and various tweaks using imgui. Lighting based on @simondev.bsky.social's GLSL course.
Link: github.com/yhutter/soko...
#c #sokol #gamedev
Link: github.com/yhutter/soko...
#c #sokol #gamedev
Reposted by SimonDev
"Phosphor"
for(float i,z,d;i++<8e1;o+=(cos(d/.1+vec4(0,2,4,0))+1.)/d*z){vec3 p=z*normalize(FC.rgb*2.-r.xyy),a=normalize(cos(vec3(4,2,0)+t-d*8.));p.z+=5.,a=a*dot(a,p)-cross(a,p);for(d=1.;d++<9.;)a+=sin(a*d+t).yzx/d;z+=d=.05*abs(length(p)-3.)+.04*abs(a.y);}o=tanh(o/1e4);
for(float i,z,d;i++<8e1;o+=(cos(d/.1+vec4(0,2,4,0))+1.)/d*z){vec3 p=z*normalize(FC.rgb*2.-r.xyy),a=normalize(cos(vec3(4,2,0)+t-d*8.));p.z+=5.,a=a*dot(a,p)-cross(a,p);for(d=1.;d++<9.;)a+=sin(a*d+t).yzx/d;z+=d=.05*abs(length(p)-3.)+.04*abs(a.y);}o=tanh(o/1e4);
July 2, 2025 at 4:33 PM
"Phosphor"
for(float i,z,d;i++<8e1;o+=(cos(d/.1+vec4(0,2,4,0))+1.)/d*z){vec3 p=z*normalize(FC.rgb*2.-r.xyy),a=normalize(cos(vec3(4,2,0)+t-d*8.));p.z+=5.,a=a*dot(a,p)-cross(a,p);for(d=1.;d++<9.;)a+=sin(a*d+t).yzx/d;z+=d=.05*abs(length(p)-3.)+.04*abs(a.y);}o=tanh(o/1e4);
for(float i,z,d;i++<8e1;o+=(cos(d/.1+vec4(0,2,4,0))+1.)/d*z){vec3 p=z*normalize(FC.rgb*2.-r.xyy),a=normalize(cos(vec3(4,2,0)+t-d*8.));p.z+=5.,a=a*dot(a,p)-cross(a,p);for(d=1.;d++<9.;)a+=sin(a*d+t).yzx/d;z+=d=.05*abs(length(p)-3.)+.04*abs(a.y);}o=tanh(o/1e4);
June 18, 2025 at 5:58 PM
A little followup to the last section: If you understand heuristics and admissibility, you can tweak A* to run much faster! If you're willing to sacrifice perfection, faster still.
Learn about it in my latest section on graph traversal.
simondev.io
Learn about it in my latest section on graph traversal.
simondev.io
June 11, 2025 at 4:16 PM
A little followup to the last section: If you understand heuristics and admissibility, you can tweak A* to run much faster! If you're willing to sacrifice perfection, faster still.
Learn about it in my latest section on graph traversal.
simondev.io
Learn about it in my latest section on graph traversal.
simondev.io
Reposted by SimonDev
"String Theory"
for(float i,z=fract(dot(FC,sin(FC))),d;i++<1e2;){vec3 p=z*normalize(FC.rgb*2.-r.xyy);p.z+=9.;for(d=.7;d<4.;d/=.9)p+=cos(p.yzx*d-t/vec3(2,1,5))/d;z+=d=.002+abs(p.z)/2e1;o+=(sin(z+4.*p.z+vec4(0,1,5,0))+1.2)/d;}o=tanh(o/1e4);
for(float i,z=fract(dot(FC,sin(FC))),d;i++<1e2;){vec3 p=z*normalize(FC.rgb*2.-r.xyy);p.z+=9.;for(d=.7;d<4.;d/=.9)p+=cos(p.yzx*d-t/vec3(2,1,5))/d;z+=d=.002+abs(p.z)/2e1;o+=(sin(z+4.*p.z+vec4(0,1,5,0))+1.2)/d;}o=tanh(o/1e4);
June 11, 2025 at 3:44 PM
"String Theory"
for(float i,z=fract(dot(FC,sin(FC))),d;i++<1e2;){vec3 p=z*normalize(FC.rgb*2.-r.xyy);p.z+=9.;for(d=.7;d<4.;d/=.9)p+=cos(p.yzx*d-t/vec3(2,1,5))/d;z+=d=.002+abs(p.z)/2e1;o+=(sin(z+4.*p.z+vec4(0,1,5,0))+1.2)/d;}o=tanh(o/1e4);
for(float i,z=fract(dot(FC,sin(FC))),d;i++<1e2;){vec3 p=z*normalize(FC.rgb*2.-r.xyy);p.z+=9.;for(d=.7;d<4.;d/=.9)p+=cos(p.yzx*d-t/vec3(2,1,5))/d;z+=d=.002+abs(p.z)/2e1;o+=(sin(z+4.*p.z+vec4(0,1,5,0))+1.2)/d;}o=tanh(o/1e4);
This looks seriously awesome
I made this planet shader after completing @simondev.bsky.social's shader course, and now he has a new bundle including more advanced techniques and maths ? Let's do this ! 🚀
Give me just 10 years to complete all the courses I bought, and I should come up with interesting stuff...
Give me just 10 years to complete all the courses I bought, and I should come up with interesting stuff...
June 11, 2025 at 4:14 PM
This looks seriously awesome
Just added the next part of the graphs and data structures section, covering traversal and pathfinding!
Combined they're about 2.5 hours of new content, live now!
simondev.io
#threejs #gamedevelopment
Combined they're about 2.5 hours of new content, live now!
simondev.io
#threejs #gamedevelopment
June 6, 2025 at 4:37 PM
Just added the next part of the graphs and data structures section, covering traversal and pathfinding!
Combined they're about 2.5 hours of new content, live now!
simondev.io
#threejs #gamedevelopment
Combined they're about 2.5 hours of new content, live now!
simondev.io
#threejs #gamedevelopment
Just added a new hour long section to the course: Graphs and Data Structures
This is just the intro, planning on expanding it soon. It's already live in the course, if you grabbed the early access!
simondev.io
This is just the intro, planning on expanding it soon. It's already live in the course, if you grabbed the early access!
simondev.io
SimonDev.io
Learn from an industry veteran. From fundamentals to advanced techniques, build projects that perform, scale, and stand out.
simondev.io
May 30, 2025 at 2:06 PM
Just added a new hour long section to the course: Graphs and Data Structures
This is just the intro, planning on expanding it soon. It's already live in the course, if you grabbed the early access!
simondev.io
This is just the intro, planning on expanding it soon. It's already live in the course, if you grabbed the early access!
simondev.io
Fiddling around with octahedral imposters. The tree is actually just a sprite (intentionally low res).
Shader is doing all the work, and blending between frames. First pass, probably not super robust.
#threejs
Shader is doing all the work, and blending between frames. First pass, probably not super robust.
#threejs
May 22, 2025 at 8:05 PM
Fiddling around with octahedral imposters. The tree is actually just a sprite (intentionally low res).
Shader is doing all the work, and blending between frames. First pass, probably not super robust.
#threejs
Shader is doing all the work, and blending between frames. First pass, probably not super robust.
#threejs
Reposted by SimonDev
NEW Mini: Design Choices
The guidelines I use to visually improve my shader art
mini.gmshaders.com/p/design-cho...
The guidelines I use to visually improve my shader art
mini.gmshaders.com/p/design-cho...
May 19, 2025 at 9:32 PM
NEW Mini: Design Choices
The guidelines I use to visually improve my shader art
mini.gmshaders.com/p/design-cho...
The guidelines I use to visually improve my shader art
mini.gmshaders.com/p/design-cho...
🧵 TSL is looking pretty awesome, but I got you covered until then.
I just hit publish on ~2 hours of new content to the course, covering how to dig into Three.js's internals, and we cap the project off with some terrain with erosion and scattering tricks.
Live in the course, so check it out!
I just hit publish on ~2 hours of new content to the course, covering how to dig into Three.js's internals, and we cap the project off with some terrain with erosion and scattering tricks.
Live in the course, so check it out!
May 14, 2025 at 8:27 PM
🧵 TSL is looking pretty awesome, but I got you covered until then.
I just hit publish on ~2 hours of new content to the course, covering how to dig into Three.js's internals, and we cap the project off with some terrain with erosion and scattering tricks.
Live in the course, so check it out!
I just hit publish on ~2 hours of new content to the course, covering how to dig into Three.js's internals, and we cap the project off with some terrain with erosion and scattering tricks.
Live in the course, so check it out!
Reposted by SimonDev
I implemented Homeworld 2 style sky meshes using baked vertex colors in @threejs.org. Reduces VRAM usage from 200mb (2k x 4k UASTC GPU compressed) to a lowly 4mb! For reference, iOS Safari used to crash web pages at 256mb, so this a big win :)
#threejs #gamedev #IndieGameDev
#threejs #gamedev #IndieGameDev
April 30, 2025 at 3:04 PM
I implemented Homeworld 2 style sky meshes using baked vertex colors in @threejs.org. Reduces VRAM usage from 200mb (2k x 4k UASTC GPU compressed) to a lowly 4mb! For reference, iOS Safari used to crash web pages at 256mb, so this a big win :)
#threejs #gamedev #IndieGameDev
#threejs #gamedev #IndieGameDev
💡 Automate all the things! Automate your build pipeline, from mass exporting .blend files to rendering lightmaps. All of this can be done programmatically with Blender’s scripting interface.
🔔 Want to be notified? Sign up here 👉
simondev.teachable.com/p/games-thre...
🔔 Want to be notified? Sign up here 👉
simondev.teachable.com/p/games-thre...
April 30, 2025 at 7:21 PM
💡 Automate all the things! Automate your build pipeline, from mass exporting .blend files to rendering lightmaps. All of this can be done programmatically with Blender’s scripting interface.
🔔 Want to be notified? Sign up here 👉
simondev.teachable.com/p/games-thre...
🔔 Want to be notified? Sign up here 👉
simondev.teachable.com/p/games-thre...
Early access is underway! Shader course students are already helping test the new GameDev course.
Look for a broader announcement shortly. All the project demos are live too!
simondev.teachable.com/p/games-thre...
#threejs #gamedevelopment
Look for a broader announcement shortly. All the project demos are live too!
simondev.teachable.com/p/games-thre...
#threejs #gamedevelopment
April 27, 2025 at 7:16 PM
Early access is underway! Shader course students are already helping test the new GameDev course.
Look for a broader announcement shortly. All the project demos are live too!
simondev.teachable.com/p/games-thre...
#threejs #gamedevelopment
Look for a broader announcement shortly. All the project demos are live too!
simondev.teachable.com/p/games-thre...
#threejs #gamedevelopment
Reposted by SimonDev
NEW tutorial: Common Shader Mistakes!
mini.gmshaders.com/p/mistakes
How to avoid the most common pitfalls in graphics programming
mini.gmshaders.com/p/mistakes
How to avoid the most common pitfalls in graphics programming
April 26, 2025 at 9:23 PM
NEW tutorial: Common Shader Mistakes!
mini.gmshaders.com/p/mistakes
How to avoid the most common pitfalls in graphics programming
mini.gmshaders.com/p/mistakes
How to avoid the most common pitfalls in graphics programming
Site’s basically done, just filling out a few last pieces for the course.
Had a minute, so I filled in trigger #3. A few people asked for rain. ☔
Good excuse to implement:
- Velocity-locked particles
- Positional audio
- A flexible animation system for cameras, lighting, and sound
#threejs
Had a minute, so I filled in trigger #3. A few people asked for rain. ☔
Good excuse to implement:
- Velocity-locked particles
- Positional audio
- A flexible animation system for cameras, lighting, and sound
#threejs
April 21, 2025 at 1:49 PM
Site’s basically done, just filling out a few last pieces for the course.
Had a minute, so I filled in trigger #3. A few people asked for rain. ☔
Good excuse to implement:
- Velocity-locked particles
- Positional audio
- A flexible animation system for cameras, lighting, and sound
#threejs
Had a minute, so I filled in trigger #3. A few people asked for rain. ☔
Good excuse to implement:
- Velocity-locked particles
- Positional audio
- A flexible animation system for cameras, lighting, and sound
#threejs
Reposted by SimonDev
The Three.js GameDev course will be available soon, mocking up a new site with a little demo on it.
Whipped up a trigger and animation system, which will eventually make their way into the course.
What should trigger #3 do?
Whipped up a trigger and animation system, which will eventually make their way into the course.
What should trigger #3 do?
April 13, 2025 at 8:26 PM
The Three.js GameDev course will be available soon, mocking up a new site with a little demo on it.
Whipped up a trigger and animation system, which will eventually make their way into the course.
What should trigger #3 do?
Whipped up a trigger and animation system, which will eventually make their way into the course.
What should trigger #3 do?
Reposted by SimonDev
After a brief two year break, I've been back to work on my little digital logic simulation. There's a brand new version up over here if that's the sort of thing you're interested in! sebastian.itch.io/digital-logi...
(and a new video too)
youtu.be/HGkuRp5HfH8
(and a new video too)
youtu.be/HGkuRp5HfH8
Creating 256 Bytes of RAM (in a simulation)
YouTube video by Sebastian Lague
youtu.be
April 12, 2025 at 3:23 PM
After a brief two year break, I've been back to work on my little digital logic simulation. There's a brand new version up over here if that's the sort of thing you're interested in! sebastian.itch.io/digital-logi...
(and a new video too)
youtu.be/HGkuRp5HfH8
(and a new video too)
youtu.be/HGkuRp5HfH8