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WebGL Studio

webglstudio.org

71–80 of 90 posts

Re: WebGL Studio

#71

Is there any doc or readme for the geometry format? I've downloaded the source, and am reading, but some breadcrumbs to guide one would be great.

Totally right. I want to publish a doc where i store all the important info so people can mess around.

My binary format is similar to the WAD format, it is a way to store a json with the typed arrays encoded in chunks

Re: WebGL Studio

#72
post #57

Earlier quoted context omitted.

UI is following standard practices in 3D applications from what I've seen so far. It's intuitive for someone used to those apps. Those apps aren't something you dive straight into though. It has a learning curve, but it is logical.

Yep. I did t want to reinvent how these tools work. Most of the ideas come from cinema4D after effects and unity

My first thought was Nuke :) Maybe because of too much use, in my case.

Re: WebGL Studio

#73
post #56

This is really nice! how did you do the UI?

I created my own js library called litegui. Check it out at the same github account although no documentation is available right now.

Thanks, this is great! Shame I'm not in Js/Web anymore. I like your TV interface on your site as well. Keep up the good work!

Re: WebGL Studio

#74

The object/component system looks like a Unity3D ripoff. Even component names ("MeshRenderer") are unchanged from Unity. Also it is interesting that it's written in JS without any higher-level technology like TypeScript or Dart. A little bit off topic, but every time I try any kind of similar application (this, a CAD, a PCB editor) that is implemented to work in web browser, I lack feeling of "stability" of a desktop…

Component based applications have existed for a long time but obviously there are choices made in webglstudio that tried to appeal to unity users, just because unity is the defacto standard.

About the stability of desktop apps I agree with you, but sooner or later that will have to change, so thats what we are pushing.

Re: WebGL Studio

#75
This project is amazing, especially considering that you have been working on it on your own for 3 years. Lots of perseverance!

A similar project (albeit not open source) is Goo Create by Goo Technologies: http://goocreate.com/product/

It is being used by several companies in pretty large productions (including games, ads, educational projects, etc) both for desktop and mobile devices. You should really check it out.

Full disclosure: I work for Goo Technologies as a Frontend developer.

Re: WebGL Studio

#76
post #43
post #24

Earlier quoted context omitted.

As soon as you start trusting other people's code and reusing things (eg, don't write your own carousel) you can start building cool stuff on top of other people's work. This editor is standing on the shoulders of litegl.js.

Other people? Javi Agenjo is the author of both WebGLStudio and litegl.js :)

The readme says litegl is a fork: https://github.com/jagenjo/litegl.js/tree/master#readme

Evan Wallace should get some credit. Evan created that fantastic WebGL Water demo.

http://madebyevan.com/

https://github.com/evanw

Re: WebGL Studio

#77

The object/component system looks like a Unity3D ripoff. Even component names ("MeshRenderer") are unchanged from Unity. Also it is interesting that it's written in JS without any higher-level technology like TypeScript or Dart. A little bit off topic, but every time I try any kind of similar application (this, a CAD, a PCB editor) that is implemented to work in web browser, I lack feeling of "stability" of a desktop…

> The object/component system looks like a Unity3D ripoff

Component based systems have existed since 1968, way before Unity:

https://en.wikipedia.org/wiki/Component-based_software_engin...

Re: WebGL Studio

#78

Earlier quoted context omitted.

Is there any 3D modeling software that is intuitive enough for a beginner to jump in start creating 3D scenes? The barrier to entry and learning curve of 3D modeling has always been high and steep.

ZBrush and Wings3D. Completely different, but both are super easy to start with.

I dont know about Wings3D that is probably casual tool. But ZBrush? Are you sure? ZBrush is notorious for its crazy learning curve. I mean sure you can do something with it instantly but to make something meaningful is hard.

Besides you should compare it to game engines like unity or ue4, its very differend thing than 3D modeler.

Re: WebGL Studio

#79
post #76
post #43

Earlier quoted context omitted.

Other people? Javi Agenjo is the author of both WebGLStudio and litegl.js :)

The readme says litegl is a fork: https://github.com/jagenjo/litegl.js/tree/master#readme Evan Wallace should get some credit. Evan created that fantastic WebGL Water demo. http://madebyevan.com/ https://github.com/evanw

True, without his lightgl library this project wont exist, but the first thing I did was to strip all the things I didnt like and improve from there. There is hardly any function in litegl that remains unchanged from lighgl.

Re: WebGL Studio

#80
post #8

Earlier quoted context omitted.

WebGL allows you to build completely custom UIs, and these are well suited for 3D apps (which typically use OpenGL on the desktop, so transferring knowledge is trivial). However, between custom OpenGL UIs and HTML-based UIs, there is an entire spectrum of native apps (mobile and desktop) that make use of platform conventions and standard functionality. This space is difficult to cover with web technologies because yo…

As a user I have to say it doesn't matter me if your app looks native or follows HIG. That's just a convention used to make apps behave predictably and smoothly. If you can accomplish that with your own sensibilities that works too.

The common user interface/HIG idea makes less and less sense as software begins to do more and more things.

IRL, we don't expect toilets, hammers, bulldozers, shotguns, and surgical scalpels to have the same user interface features, and it would suck mightily if they did. Unfortunately, as those things get computerized we wind up getting the same crappy touch-screen menus and whatnot bolted on to them (imagine what using a hammer with a touch screen interface would be like).

I don't know the answer to how it could be brought about, but we definitely need some radically thinking in UI design. 3D libraries seem to at least provide the tools to make some new tools.

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