A Studio project using three-mesh-bvh and GPUComputationRenderer

I’ve just made the “Too Hot for Yokai” project (originally built for the Real‑World Impact Challenge) available as Cloneable Code.

In this project, we run a flocking simulation over the bufferGeometry we get from reality.meshfound, so the flock actually moves across the mesh surface. Specifically:

  1. For each vertex position, we use three-mesh-bvh to find the nearest vertex on the mesh, then grab its position and normal.
  2. When running the flocking calculation with GPUComputationRenderer, we feed in each vertex’s nearest‑mesh data from step 1, so the flock moves along the mesh.

In short, three-mesh-bvh lets you express movement constrained to a mesh, and you can absolutely do GPU‑based computations with GPUComputationRenderer in Niantic Studio, too.

I realize most people probably won’t care, but if anyone does need it, feel free to check out the code.

I can’t offer support, but if you pass the code to an AI it should be smart enough to pick it up and run with it.

I am grateful for the support team’s efforts.
Here’s to 8thWall taking off and sparking all kinds of awesome new projects!

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