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#threejs

3 posts3 participants0 posts today

Ported some nascent 3D stuff over to THREE.js. I want to take advantage of the WebXR bindings in there.

I may eventually rewrite this all in Rust targeting webasm, but props to THREE.js: porting some random webgl logic into it was extremely straightforward and between the great docs and the great layout, I was left guessing only a handful of times (mostly around things that always leave me guessing in graphics APIs until you find the one place they wrote down the thing that everybody just knows because they've been using the API forever... "Oh hey, the camera's coordinate space is facing along negative-Z axis. Sure, why not").

One thing I really appreciated is that it was very straightforward to do an "animated skybox" with a 2-pass render: one pass in a scene with just a sky glued to the camera and no depth buffer manipulation, and the second pass with the world (so the sky is already the background on anything the world doesn't change).

Site’s basically done, just filling out a few last pieces for the course.

Had a minute, so I finally filled in trigger #3. Pretty sure a few of you asked for rain. ☔

Good excuse to implement:
- Velocity-locked particles
- Positional audio
- A flexible system for animating cameras, lighting, and sound