NERV // MAGI SYSTEM
THREE.JS JOURNEY
Learning log — WebGL & 3D experiments.
PATTERN: BLUE STATUS: SYNCHRONIZED
↗ STUDY_LAB — external technique referenceORIGIN
A simple rotation. Nothing more.
BufferGeometry · Mesh · Render Loop LOG_01aPROTOTYPE
The future remains incomplete.
Credits: Fireship LOG_02CONTROL
Interaction has been established.
OrbitControls · dat.GUI LOG_03OBSERVATION
Light changes what is perceived.
Lighting · PBR Materials LOG_04MATERIALIZATION
Memory translated into geometry.
GLTF Loader · HDR Environment LOG_05RECONSTRUCTION
Old structures rebuilt under new rules.
Modern API · 4-Day Revision LOG_06SYNTHESIS
Pixels obey mathematical law.
GLSL · Fragment Shader LOG_06aFORM
Distance gives shape to the void.
GLSL · Distance Fields LOG_06bREPETITION
Simple rules produce endless variation.
GLSL · Modulo Patterns LOG_06cDETECTION
Sweeping arcs reveal what was hidden.
GLSL · Angle & Distance LOG_06dTIME
Nothing remains static forever.
GLSL · u_time Uniform LOG_06eRESONANCE
The signal finds its echo.
GLSL · Reference Study LOG_06fMETRIC
The choice of distance shapes reality.
GLSL · Manhattan Distance LOG_06gGRADIENT
Direction emerges from change.
GLSL · Finite Differences LOG_07CONVERGENCE
Separate studies resolve into a single form.
GLSL · Interactive Composition LOG_07aDISPLACEMENT
The structure shifts from its origin.
GLSL · Coordinate Shear LOG_08INTEGRATION
Custom logic enters the rendering pipeline.
Three.js · ShaderMaterial LOG_09INDICATION
Motion becomes measurable.
Shader UI · Linear Gauge LOG_09aTELEMETRY
The system reveals its condition.
Shader UI · Radial Gauge LOG_09bDESIGNATION
The current state receives a name.
Shader UI · Canvas Texture LOG_09cSEGMENTATION
The whole is divided for analysis.
Shader UI · Discrete Segments LOG_10COHESION
Separate components form a unified interface.
Shader UI · HUD Composition LOG_11TRAJECTORY
The observer follows a predetermined path.
Three.js · CatmullRomCurve3 · Scroll Camera LOG_12ATMOSPHERE
The environment acquires its own motion.
ShaderMaterial · Weather FX LOG_13MULTIPLICITY
One structure manifests as many.
InstancedMesh · Instance Matrix LOG_14PERCEPTION
The image extends beyond the scene.
EffectComposer · Bloom · ShaderPass LOG_15CONTINUITY
No state changes without motion.
Lerp · Timeline · Scene Transition LOG_16ABSTRACTION
Detail yields to deliberate form.
ShaderPass · Pixelation Shader LOG_16aDISTORTION
Order bends without breaking.
Domain Warp · UV Distortion LOG_16bPERSISTENCE
What remains continues to shape what follows.
Ping-Pong FBO · Render Targets · Feedback Loop LOG_16cIMMUTABILITY
What is established no longer requires repetition.
Render Target · Texture Baking LOG_16dMANIFESTATION
Presence emerges according to hidden conditions.
Texture Baking · Dither Reveal LOG_16eCULMINATION
Separate systems operate as one.
Multi-Pass Pipeline · Shader Composition LOG_17REANIMATION
What was fixed begins to move again.
Baked Typography · Multi-Pass Shader LOG_18PASSAGE
No destination is reached without transition.
Screen Transition · Dither Overlay LOG_19TRANSFORMATION
Form itself becomes programmable.
Vertex Shader · Noise Displacement_