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Search - "three.js"
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I was curious about how the Genetic Algorithm works, wanted to try it out.
So I've created some toy cars using Three.js and "asked" them to do the self-parking with a little bit of Genetic Algorithm help.
It was fun to see how those toy cars were evolving and actually started to be less stupid :D
Here are some more details:
https://trekhleb.dev/blog/2021/...10 -
I fell in love with Three.js.
I already know that in a week I will cry, tear my hair out and give up until I will discover another amazing js framework, as a loop. But yeah, it looks interesting1 -
Okay, had a freelance JavaScript gig (with Three.js 3d lib). Usually I put the code on github so I have easier time switching between Desktop and laptop during work, unless I have to sign an NDA or something. Today at 5 AM I got mail from freelancing site support that client reported me for having code on public repo (but it's not like it is a proprietary software, it's based on threejs editor). I made repo private and went to sleep. Later I'm reading through messages, guy was cursing me, threatend to sue me etc. Ended up dropping the client. Did I do something really unprofessional? Unless I'm told not to, I want to show my code and I don't believe in not showing it by default. What do you guys think?13
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First post here...Here's a funny thing that happened to me yesterday. I'm with my friend, we're both taking a break from school, and he comes up to me and mentions how he wants to make 3d games. Conversation goes a bit like this:
Friend: "Hey, I found this 3d model website. I'm thinking of using it for my 3d game."
He was already making a 2d game at this point, so I assumed he just gave up on it.
Me: "Well...do you have Unity?"
Friend: "Yes."
Me: "Well if you're going to make a game on there [stuff about c#]"
Friend insists he can easily make this. I tell him it would take years on end to learn C# and make a good game with it. And then he says something I never wanted to hear.
Friend: "Actually, no. You ever heard of Dani? D-A-N-I? He made a game in 2 weeks. He's actually making a new game and you should wishlist it on steam blah blah yatta yatta."
This guy believed someone else who was previously a game developer (if i recall) learned an entire programming language and engine in two weeks. He could've, but to me that seems seriously outrageous to someone who doesn't even know a smidge of programming.
He then advertised his YouTube channel and his games and brought down my arguments like "he probably had previous knowledge" completely. This guy doesn't even know where to start with C#. Really, all I could do after that was mention three.js (oh wow another JavaScript library, exciting), show him a game Google made with said library, and then said good luck...
Worst thing is, he uses Scratch to make games. And he genuinely thinks that is a real programming language.
That's it for my first post, thank you very much for reading :)6 -
Im looking for some advice. Im rendering a 3d warehouse with three.js it works fine until I do not have more than 50 locations per level in length, then its slows down horribly. every location is an object, simple square, every level is locations stacked in two rows with a place for the robots to move in the middle, every aisle is an object with levels stacked on each other, and finally the warehouse is aisles stacked next to each other. This seemed the logical approach, its created programmatically. What would be the way to speed this thing up? I don't know the reason of slowing, too many objects or too many polygons?32
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Messing with three.js library. Now imagine I have a letter in 3D, from which I removed all the faces and replaced vertices with white dots (plexus effect), and all around are like thousands of dots. Now I wanted to put single sprite somewhere on that letter. So I wrote a short script doing that. Fast forward an hour. I am figuring out, why the FPS significantly dropped to like 0.5 fps or what. Checking various browsers, even downscaling image from 512x512 sprite to 64x64, checking whole stackoverflow why is just one fucking sprite causing a lot of trouble and such an fps drop. Trying everything except... I wrote that function inside loop rendering those thousands dots all around. Lol my computer almost catched in fire rendering that shit.
Must to say, in chrome it had 0.5fps, mozilla had around 15-20 fps which is A LOT better.1 -
I've been given two months to make an AR app that gives information on buildings seen out of the window of a client's skyscraper office.
So off I go, smash together some Ar.js in a few days because it looks easy. Yet I quickly find out that the compass on mobile phones are completely trash. Every device I try has true north randomly chosen from anywhere between 10 degrees wrong or full on 180 degrees the opposite direction. It's a miracle that none of these devices have managed to stumble onto true north by luck. I'm getting suspicious that ar.js is actually just mapping coordinates based on north instead of true north or something ridiculous. This likely won't be helped by GPS interference from the skyscraper.
It isn't helped that ar.js is a steaming pile of bugs on top of bugs, many of the examples taken straight from documentation straight up don't work.
I'm trying to get ar.js with three.js now in the hope that I can figure out some kind of true north calibration controls as an offset to whatever the phone says north is.
If anyone has any suggestions for a better solution that would be grand.7