Revo Realms
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.



