rewind· 来源· @rewind02 · X·· 3 小时前精选AI 评分75
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原文拆解了从场景搭建到着色器实现的完整工作流,提供了可复用的技术路径。
正文 · 原文
build a walkable oil-painting world with claude Fable 5.2 + Three.js...
the trick is painting the world with brush strokes, not filtering a finished frame
here’s the workflow:
- step 1: fable 5.2: prompt it to set up a three.js 0.186 + webgl2 scene with a third-person camera
- step 2: rapier: add physics for walking, sprinting and jumping on the terrain
- step 3: makehuman: drop in the base character from the patch starter kit
- step 4: quaternius animation library + patch clips: add idle, walk, run and jump
- step 5: fable 5.2 + custom glsl shaders: turn every object into brush strokes with 3 paint colors
- step 6: glsl shaders: add lighting, fog, falling snow and the glowing aurora
- step 7: fable 5.2: build the snowy ridge, spruces and cabin out of strokes
- step 8: http://patch.gg: publish the playable demo and the open-source code
who does what:
Fable 5.2: writes the scene and the shaders
Three.js: renders it in the browser
GLSL shaders: the oil-paint look
Rapier: physics
MakeHuman + Quaternius: the character and its animations
Patch gg: publishing
stroke order can never depend on the camera. if it does, the paint crawls every time you move
来源:rewind · x.com