Viewing profile — jonobr1
jonobr1
HN member- Joined
- Mon, Oct 24, 2011, 7:01 PM UTC
- HN karma
- 141
- Public activity
- 32 items
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About jonobr1
Recent public activity
- story
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Comment #9903289
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://dribbbl…
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Comment #9903270
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 fant…
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Comment #9903246
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 AP…
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Comment #9901542
Perhaps you're confusing dead and stable ?
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Comment #9900851
You're not the only one! The dev Branch has this fixed so you can pass your own epsilon.
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Comment #9900183
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 "S…
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Comment #9900144
Some of my thinking behind rolling my own renderer: https://youtu.be/cOfEMWV_5Rc
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Comment #9900124
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 feature…
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Comment #9899704
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 yo…
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Comment #9899546
Roughly, self updating html5 compliant browser.
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Comment #9899536
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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Comment #9899535
Awesome monsters!
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Comment #9899532
This project started 3 years ago. It's not that fast :)
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Comment #9899527
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.gith…
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Comment #7946149
DO IT
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Comment #5672704
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 wa…
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Comment #5672218
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 th…
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Comment #5671283
This sounds similar: https://github.com/jonobr1/two.js/issues/4
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Comment #5670251
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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Comment #5669980
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 …
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Comment #5669844
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. Eve…
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Comment #5669626
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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Comment #5669519
What OS are you running on?
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Comment #5669312
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 a…