🚀New work is out!
The 2024
@nextjs
conf site.
Creating a multiplayer game for it is a dream come true.
We put a ton of love into this one! Hope people enjoy it.
Thanks to the entire team that made this possible. 🖤
@basementstudio
@vercel
Have you ever enjoyed the sunset shadow on a website?
Here is a sneak peek of what we have been cooking with
@matiasperz_
at
@basementstudio
:
🔗
📝 Article coming soon
My favorite feature of the
@nextjs
conf site:
The 3D badge refracts light from the HTML page.
We'll release a case study soon with each little trick, so follow
@basementstudio
if you don't want to miss it!
(Of course, made with
@threejs
and drei)
Curious about how we created the soft shadows on the Daylight site? Check out our technical breakdown, complete with interactive examples!
📝 Read it here:
@matiasperz_
@basementstudio
🧪 New
#threejs
experiment. Featured on the
@basementstudio
lab!
With
@_Nico_brc_
, we implemented "Vertex Animation Texture" to simulate a waving flag 🇦🇷.
More details & link below 👇🧵
Can
@threejs
run on your terminal? Of course!
I'm using react-inc + node-canvas-webgl to achieve it. I also created a small Nextjs-like framework to manage scenes.
CLI game coming soon...
🧪 Exploring digital gardening on
@threejs
!
In this new post, I experimented with how to grow branches along a path and generate new ones procedurally.
📚 Docs:
🌱 Demo:
A resume of the docs is available on the thread 🧵
Hi! Today, I'm starting a new job as a creative developer at
@basementstudio
!! To celebrate, I did a
@threejs
experiment, a mesh reveal/dissolve shader. 🎉🧪
Demo:
Docs:
🚀 Just published a tailwind package to scale font sizes between breakpoints!
📦
Just by using text-min-[size] and text-max-[size], it will scale your text between mobile and desktop.
You can also set custom breakpoints globally or with classNames.
New blog post 📓
We're revealing a step-by-step tutorial on how we built the shader effect for the
@vercel
ship site using WebGL.
Link in the thread below
Threejs-Lab N.72
We made our own implementation of the drei's RenderTexture component. This allows us to pause the render when needed.
(The scene shown inside the monitor is not rendered when we turn off the screen.)
🔗
@threejs
@basementstudio
I’m happy to share that I’m starting a new position as Technical Lead at
@basementstudio
!
Looking forward to continue working with this amazing team. 🖤🚀
I'm using
@IFTTT
to listen to Pepito's tweets and save them into
@airtable
. Then fetch the data in
@nextjs
and set the environment based on the latest tweet. I created the backgrounds using
@BlockadeLabs
. I also added some animations using
@Blender
.
A new
#threejs
experiment is on the way! Using paths to create plant branches.
My focus is on figuring out how to transform geometry to follow a path and create procedural branches and leaves. Stay tuned for updates! 🌱
First (small) PR merged intro drei 🔥
Now, you can type the attributes of your instances to create custom shaders for them easily, also updated docs and examples.
docs:
demo:
Hey! It's us again, now with a post about the development experience for the Daylight project. We share some tools and tricks we've been working on lately.
Check check check 👉🏼
@matiNotFound
@basementstudio
The
@daylightco
site was featured at the GSAP showcase 💚💚
We made two blog posts on the creation of this site:
- Creating the shadows:
- Enhancing our development experience:
💚 Site of the Day - Daylight Computer
Such a gem, love that calming dappled light shader. Beautiful.
credit →
@basementstudio
🛠 ScrollTrigger Observer SplitText WebGL React
site →
showcase →
something
@matiNotFound
and i have been working on, drei/createInstances & <InstancedAttribute>. makes it easier to control multiple, nested instances, being able to glob them together and even add shader attributes.
demo
docs
🇦🇷 Feliz día de la Patria!
Para festejar que nuestro país es increíble, armé un pequeño sitio que muestra al Arsat sobre la tierra.
(**Aún** no muestra su posición real)
🔗
💻 Source
📦 Modelo
#threejs
Do you need to render 10,000 particles without using WebGL?
We got you! Check out the Basement Lab N.74 by
@valebearzotti
using box-shadows.
Demo:
Source:
Testing how React 19 can affect one of our sites. It appears that the loading time will get worse since the assets are no longer being fetched in parallel when using suspense 🤔
The definitive 🐐. I watched him build from complex debugging tools to awesome shaders, not because it was required but because he wanted to push the limit of what was possible.
I'm super happy and grateful for all the time we shared as teammates, and excited for the future 🚀❤️
This week I'm closing a chapter in my professional journey at
@basementstudio
. These past three years have been filled with fun and challenging experiences alongside an incredible team.
I'm also excited to dive into the next chapter, which I'm shaping and will share soon.
(1/2)
All we do is win, win, win, no matter what!
Our work for bagged us the 2024
@TheWebbyAwards
for People's Voice.
Massive thanks to
@KidSuper
, our incredible team, and to all who voted!
gm, we’re looking for a frontend developer skilled in
@nextjs
,
@typescript
&
@greensock
.
Based in Mar del Plata, ARG is a plus.
Details are in the link below ↓
I am happy to share that Basement Chronicles, my first project with
@basementstudio
, was nominated for a Site of the Month
@Awwwards
! 🌟 Dive into our pixelated web adventure powered by
@threejs
. Check it out (and vote for it) here:
#AwwwardsSOTM
Update on the tailwindcss-text-scale plugin!
✅ Simplified API: use one className to scale your text.
🐛 Fixed bugs.
⚙️ Added option to remove clamp
📝 Updated docs and examples:
Niantic announced Niantic Studio, their
@threejs
based 3D creation engine for web (and webXR). This is a revamp of
@the8thwall
which was acquired back in 2022
Good to see more innovation on the 3D creation/game engine front
Let’s talk about the WebGL magic behind
@kidsuper
’s website and how we leveraged some serverless storage solutions from
@vercel
.
Learn from our devs here:
↳
In this generated texture, each pixel in the X-axis represents one vertex, and the Y-axis is how that pixel moves over time.
Then, we can sample that texture in the vertex shader. The pixel's RGB component will indicate where the vertex should move.
How can we store simulation data without compromising file size?
We used a technique called “Vertex Animation Texture” to store all the vertex data more efficiently. This involves storing each vertex’s movement in a texture, resulting in a 1.9MB file.
@souporserious
It works really good! I managed to load a Vite app with puppeteer and displayed the result as ascii. I still need to test compatibility with ThreeJs
@Grou_Grou_
@nextjs
@basementstudio
@threejs
it *can*, but didn't implemented it yet. It's probably simple (catching the event with react-three-fiber)
(Also each time you grab the card you are far away from the button)
To solve that problem on the hero, it just pushes the block back into the grid 😅
@thevetat_
@0xca0a
@basementstudio
Thanks! The particles are rendered using + a couple of render targets to simulate a "magnet/trail" in the background.
The button trick it's just opacity:0 and tracking the position to add particles (same for the letters)
Here is an example of the magnet:
We started by creating a cloth simulation in Blender. Our goal was to display that animation in a Three.js sandbox.
Our first approach was to embed all the vertex transforms into the .glb file as Morph Targets. However, this resulted in a 13.5 MB file.
NEW PROJECT LAUNCH 🚀
⮡
We are thrilled to announce our latest collaboration with
@spaace_io
to bring you this immersive 3D storytelling Web experience.
A special shout-out to
@Plan8_Music
for crafting the incredible audio that bring the experience to
🎨 (Re)launching Pastel - a Next.js-like framework for CLI apps made with Ink.
– Files as commands
– Put files into nested folders to create subcommands
– Define options and arguments via Zod (full type-safety)
– Auto-generated --help
Live now →