Revo Realms [2025]
Born as a 3D open-world portfolio, it grew into a sandbox for experimenting
with TSL
(Three.js Shading Language), physics and advanced graphics
programming and optimization techniques. Built with
Three.js
, WebGPU
and TypeScript
, it
combines interactive terrain, procedural vegetation, water, fire, and
spatial audio, with subtle references to the worlds and stories I love.
- Built a compute-driven foliage pipeline: per-instance soft culling, animation, interaction, and dynamic effects, no CPU round trips, entirely on the GPU.
- Optimized third-party models in
Blender
via polycount reduction, hidden-geometry removal, and custom texture atlases. - Created a fire system using a similar compute pipeline to foliage, handling transforms and lifetime fully in a GPU compute shader with pooled particles and custom color blending to convey both heat and depth.
- Performance: Averages ~8 ms per frame (~120 FPS) on a MacBook Pro M2, rendering at 2268×1473 (DPR 1.5) with < 20 draw calls per frame.




RaidoA journey in motionA collision of worlds