Live data from Hacker News

Show HN: A simple infinite world in WebGL

erkaman.github.io

51–60 of 61 posts

Re: Show HN: A simple infinite world in WebGL

#51

Earlier quoted context omitted.

Thanks for these! My personal favorite retro-synth mix right now: https://soundcloud.com/quicksexfm/qsfm25

I blindly clicked this at work. Big mistake.

haha. same think happened to me. But I took my headphone out and started to listen to this. It turned out to be good one. :)

Re: Show HN: A simple infinite world in WebGL

#54
post #49
post #40

Earlier quoted context omitted.

Might I recommend some fine CC-BY (vapor|synth|retro)wave music to accompany it? * https://stratfordct.bandcamp.com/album/airglow-memory-bank * http://stratfordct.bandcamp.com/album/stratford-ct-melior * http://stratfordct.bandcamp.com/album/stratford-ct-lux-aesti... * http://stratfordct.bandcamp.com/album/stratford-ct-secret-se... * http://stratfordct.bandcamp.com/album/stratford-ct-1-yr-anni... * http://stratfordct…

Thank you for the links! Since I did not really know where to find CC-licensed music, I did include any music.

You absolutely should – the music made this a lot more awesome :).

Re: Show HN: A simple infinite world in WebGL

#55
Crikey. I have never heard of 'vaporwave' and it's been around for 5 years and has a Wikipedia page. God I feel old sometimes.

Can someone tell me if Dubstep has jumped the shark yet? Does anyone even still say 'jumped the shark'?

/me shuffles off to play The Dead Kennedys on his 8-track...

Re: Show HN: A simple infinite world in WebGL

#56
post #17

Earlier quoted context omitted.

>var f = 0.0015974 Where did this number come from? Is it arbitrary?

Just arbitrary hand-tweaking. It was chosen because I though it looked good. When doing procedural generation like this, you basically just tweak constants 'til it looks good. There's no deeper reason behind it.

Next step is to extract these constants for user to play with.

Re: Show HN: A simple infinite world in WebGL

#57
post #20

Earlier quoted context omitted.

After some time the glitches are reset and the process restarts.

It's very cool up until everything starts going a bit see through - although it does still look good even then. Funny when I read the word "glitching" I assumed it would be a framerate hitch, which might be cause by GC, but I did a quick timeline grab and it seems OK for desktop. Collects about 12MB every 10-12 seconds. That might have more of an impact on mobile of course, especially Android. I'm having that kind of…

From what I've experienced and read about, it seems the best approach is not to create/destroy objects at run time since it can be an expensive operation and cause frame rate issues. It's better to hide them and build as many as you can when the app is started up.

Re: Show HN: A simple infinite world in WebGL

#59
post #34
post #33

This is really cool! I think it might look a bit cleaner if you changed the filtering on your shader to be nearest, instead of linear. I posted this previously but I didn't want to distract from your submission, so I made my own submission to a similar thing I created: https://news.ycombinator.com/item?id=12183383

Thanks for the tip!

I think the code for regl for filtering is here: tex: regl.texture({ min: 'linear mipmap linear', mag: 'linear', wrap: 'repeat', data: makeWireframeTexture() }),

So the change would be to use 'linear' or 'nearest'. It's actually the mipmaps that are making things look blurry. Basically, the graphics card is scaling down the image and scaling it back up, which makes it blurry.

Re: Show HN: A simple infinite world in WebGL

#60
post #57

Earlier quoted context omitted.

It's very cool up until everything starts going a bit see through - although it does still look good even then. Funny when I read the word "glitching" I assumed it would be a framerate hitch, which might be cause by GC, but I did a quick timeline grab and it seems OK for desktop. Collects about 12MB every 10-12 seconds. That might have more of an impact on mobile of course, especially Android. I'm having that kind of…

From what I've experienced and read about, it seems the best approach is not to create/destroy objects at run time since it can be an expensive operation and cause frame rate issues. It's better to hide them and build as many as you can when the app is started up.

Yes, object pools are a good solution for elements like bullets in bullet hell games and similar applications.
Post reply on HN