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jonobr1
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WITHIN • Extraordinary Stories in Virtual Reality
(with.in)
1 points
by
jonobr1
9y ago
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0 comments
2.
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by
jonobr1
11y ago
Yes, I often screen capture my work or use a Chrome Extension called Render Target to save my frames out for static use. My dribble account is mostly Two.js output: https://dribbble.com/shots/2058034-9-Squares-r6?list=u
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by
jonobr1
11y ago
You can do quite a bit with "circles and squares". Two.js focuses on Path drawing and has robust SVG interpretation for complex vector shapes. I've found the portability to be fantastic. For instance http://patatap
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by
jonobr1
11y ago
Because the eng team that implements WebGL on Chrome recommended this way. I have an implementation as you're describing as the first tag of Two.js. It actually was a 2D drawing API for Three.js initially..!
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by
jonobr1
11y ago
Perhaps you're confusing dead and stable ?
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by
jonobr1
11y ago
You're not the only one! The dev Branch has this fixed so you can pass your own epsilon.
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jonobr1
11y ago
Yes! This is because when a shape is first created the WebGL Renderer draws the shape as a texture in Canvas2d and then uploads that texture to GL. The operations "Vertices" and "Scale" force each shape to be redrawn so
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jonobr1
11y ago
Some of my thinking behind rolling my own renderer: https://youtu.be/cOfEMWV_5Rc
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jonobr1
11y ago
It is! I work on the dev branch and other branches when I'm making new changes. EDIT: I mostly use the library though (I use it everyday) rather than constantly develop new features.
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jonobr1
11y ago
Unfortunately, this is a library authored and maintain by one person, me. I'd love to get to text at some point, but until then you'll have to stick with DOM. Also, depending on your renderer you have full access to SVG, Canvas, a
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jonobr1
11y ago
Roughly, self updating html5 compliant browser.
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jonobr1
11y ago
Textures are in the works... Wanted to focus on drawing vector stuff first. As you noted there are many libraries that handle textures really well!
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jonobr1
11y ago
Awesome monsters!
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jonobr1
11y ago
This project started 3 years ago. It's not that fast :)
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jonobr1
11y ago
No no, you can create shapes and render / extrude them in Three.js. The puzzle piece in this example is a 2D path made in Two.js and then extruded in Three.js: https://jonobr1.github.io/two.js/examples/three-e
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jonobr1
12y ago
DO IT
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jonobr1
13y ago
I'd love to see how they use it! Please don't hesitate to share any findings you have through github issues: https://github.com/jonobr1/two.js/issues?state=open It's the fastest way to notify me without giving out my email on this thread.
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by
jonobr1
13y ago
Taken from Paper.js' site: An open source vector graphics scripting framework that runs on top of the HTML5 Canvas. Taken from Two.js' site: Two.js is renderer agnostic enabling the same api to draw in multiple contexts: svg, canvas, and we
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jonobr1
13y ago
This sounds similar: https://github.com/jonobr1/two.js/issues/4
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jonobr1
13y ago
I totally agree, I hope developers and designers start making more animated logos in html5. The UI polish is really nice!
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jonobr1
13y ago
Indeed! I just wanted to be clear and not over promise anything. If you're interested in make input components that talk with Two.js I recommend taking a peak at /src/shape.js and /src/vector.js this is where the bindings are created. I bel
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jonobr1
13y ago
Not familiar with forcast.io — thanks for sharing! Before I got into web development I worked at a company called Prologue doing motion graphics in After Effects and Photoshop. Even if you've never heard of them, you've probably seen their
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jonobr1
13y ago
Be careful — two.js is only for drawing things to the browser. It doesn't do much else. There are many game libraries/fraemworks available, both 3d and 2d.
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jonobr1
13y ago
What OS are you running on?
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jonobr1
13y ago
I'd love to see some benchmarks if you make any. From my gut, I'd say that the WebGL renderer is fast at rendering lots of shapes with only translation / rotation transformations applied to them. SVG is highly optimized on Webkit and handle
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jonobr1
13y ago
duly noted, thanks!
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jonobr1
13y ago
yup ^^
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jonobr1
13y ago
I was not aware of these other event systems in JavaScript. Thanks for pointing these out!
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jonobr1
13y ago
I find this to be a very relevant article on render times between various contexts: http://smus.com/canvas-vs-svg-performance/ Along these lines I've written projects in canvas only to realize later I should've written in SVG. One of the
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jonobr1
13y ago
Thanks for the clarification!
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