this is just experiments, nothing yet.
keep an eye on this org:
MIT, see LICENSE.md for details.
dibble-dabbling with a frameworky 3D engine
License: MIT License
this is just experiments, nothing yet.
keep an eye on this org:
MIT, see LICENSE.md for details.
As much as I really like ES6 there are some things holding me back:
Maybe in time it will make more sense (taking advantage of SIMD, operator overloading and Value Types). Either way, the library should be usable without Babel or any fancy syntax transforms.
Right now this repo is just brainstorming ideas about creating a new WebGL framework.
This might be my new pet project, or maybe something more collaborative, or maybe nothing will happen and we'll just continue getting shit done with ThreeJS. ๐
It's awesome! But my main gripes:
Also awesome, and not mutually exclusive to a new framework. Tons of modules will be useful, especially glslify. And many parts of the framework can be modularized and "given back" to stackgl ecosystem. However:
gl.getParameter
ndarray-ops
etc which may not be neededLet's call it glo
for now (name pending) since light is going to be important. Nothing is clear but here are a few ideas:
Well.. there's a lot of things to figure out. But let's get the obvious questions out of the way:
Things like Vector, Color, Matrix4, etc.
It can be super frustrating dealing with code that looks like this:
tmp[0] = 5
tmp[1] = 0
tmp[2] = 0
obj.translate(tmp)
//or
vec3.add(obj.position, obj.position, somethingElse)
Instead of:
tmp.set(x, y, z)
obj.translate(tmp)
//or
obj.translate(somethingElse)
However.. array types have a lot of benefits including:
filter
/ slice
/ map
vec[0]
is accessing the 0th component. this is quite elegant mathematicallySo I think array types for all these structures is still the best way to go.
But maybe since this is a fairly opinionated "frameworky" tool, there can be some middle ground that has a nicer UX.
see dev branch for progress
gl-shader
, try to share code where possible e.g. gl-shader-extractprogram
handle, no cachingglGetUniform
calls should be more opaque so the dev doesn't accidentally query GL stategl-shader
uniform wrapper approach and whether something else is more suitableA declarative, efficient, and flexible JavaScript library for building user interfaces.
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