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Show HN: Free and open-source home for art made with code

shadergif.com

21–30 of 32 posts

Re: Show HN: Free and open-source home for art made with code

#21
post #9

Earlier quoted context omitted.

Yeah, it's terrible how things like Google analytics, web fonts, can slow things down. I tried to keep this app as light as possible. Of course, I will not get a lot of data for analysis, but as a user, I know what can be improved, I don't need to monitor every click, typed keys, mouse moves, ...

google analytics is the only 3rd party script I am okay with. Maybe you should add it sometime in the future to get a rough idea about your users, I was talking mainly about the more intrusive analytics and ads scripts that plagued the web. It's rare to see anybody who respect his users to that extent these days :D respect again!

You can do this with something like goaccess which builds reports using your webserver logs

Re: Show HN: Free and open-source home for art made with code

#22

For some info about the tech stack, I use: - Ruby on Rails - Vue - CodeMirror - gif.js - avconv (FFMPEG) for video previews - A $5/Month Linode server The server handled being top 3 on HN with about 20 reqs/second with less than 15% CPU load. The editor uses an architecture that allows me to quickly add a new language. Just create a class & reference it. EDIT: Forgot to mention important parts: - Bulma CSS - feather…

The dark theme is beautiful — I really like everything about the font, styling and layout. Well done.

Re: Show HN: Free and open-source home for art made with code

#23
This may sound like an odd request but at a creative codejam in Berlin a while back I saw something like this but "multiplayer" - different people could log on to a room and edit live. In this example they couldn't edit each others code but all shared the same output window. It used Processing.

It ended up being kind of a shared creation/remix experience which was really cool. I figure adding live simultaneous edits is a fairly difficult ask but it's immediately what I looked for when I saw your page.

Regardless, looks really cool!

Re: Show HN: Free and open-source home for art made with code

#25
post #23

This may sound like an odd request but at a creative codejam in Berlin a while back I saw something like this but "multiplayer" - different people could log on to a room and edit live. In this example they couldn't edit each others code but all shared the same output window. It used Processing. It ended up being kind of a shared creation/remix experience which was really cool. I figure adding live simultaneous edits…

Complicated, but not impossible! In fact, I already have an issue in github for this: https://github.com/antoineMoPa/shadergif/issues/50

I will make it one of my priorities for the next months (Studying still being priority number 1, of course).

Re: Show HN: Free and open-source home for art made with code

#26

For some info about the tech stack, I use: - Ruby on Rails - Vue - CodeMirror - gif.js - avconv (FFMPEG) for video previews - A $5/Month Linode server The server handled being top 3 on HN with about 20 reqs/second with less than 15% CPU load. The editor uses an architecture that allows me to quickly add a new language. Just create a class & reference it. EDIT: Forgot to mention important parts: - Bulma CSS - feather…

Impressive 20 req a second with just 15% cpu!

A server can do way more.

Re: Show HN: Free and open-source home for art made with code

#28
One feature I found myself missing from ShaderToy is that you can't have render targets of arbitrary size. You have Buffer A/B/C/D but they're all the same size as the canvas. I would love to see a way to specify a shader that generates a 64x64 texture for example, that would allow some nice effects like a simple low res fluid sim.

Re: Show HN: Free and open-source home for art made with code

#29
post #28

One feature I found myself missing from ShaderToy is that you can't have render targets of arbitrary size. You have Buffer A/B/C/D but they're all the same size as the canvas. I would love to see a way to specify a shader that generates a 64x64 texture for example, that would allow some nice effects like a simple low res fluid sim.

Currently, I support many passes, but also at the canvas size. I took a note in my github issues and I will try to implement it when I have time!

In the meantime, it is still possible to create 2D toy fluid sim: https://shadergif.com/search?search=fluid

Re: Show HN: Free and open-source home for art made with code

#30

Earlier quoted context omitted.

GA is also cached for most users, so the downloading part is non-existent.

But there is overhead at every tracked event because you have an extra request to Google.

True true, although GA batches these pretty smartly from what I remember.
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