Earlier quoted context omitted.
Video games only get away with this because their energy draw is obvious: one launched the video game, so one expects the power draw. Visiting a web page does not have that action-reaction causality in people’s minds. Having a random web page introduce maximally-inefficient repaints also leads browsers to start reducing timeslices — especially those with any sort of power drain cognizance, such as Safari — which, her…
> Visiting a web page does not have that action-reaction causality in people’s minds It does in my mind. I fully expect visiting any of reddit.com, github.com, notion.so, or meet.google.com to have the chance to pin a cpu core at 100% for as long as the site is open. At this point, I expect the average webpage to use more CPU than any of the video games I play. The only reason I had to upgrade to my current machine i…
Jelly UI: Soft-body physics for native HTML form controls
111–120 of 209 posts
Re: Jelly UI: Soft-body physics for native HTML form controls
#112Ew ew ew visceral uncanny valley reaction to the on/off control. I never made it to scrolling.
It's poorly implemented and looks crude and unpolished.
There might be an idea there, for limited applications, but this isn't it.
Re: Jelly UI: Soft-body physics for native HTML form controls
#113Earlier quoted context omitted.
The library does respect the client-side reduce motion setting (by disabling all animated effects).
Oh, thanks for the hint. I actually don't like this - similarly to dark mode setting detection. But I guess thats more a criticism on the OS preferences not being granular enough.
Re: Jelly UI: Soft-body physics for native HTML form controls
#114I dont get why people are so mad at this? Looks fun, will I ever use it? Probably not, but it looks fun
EDIT: It's also WILDLY inconsistent. Click and drag on a button and the shape doesn't change. Click and drag on an on/off and the deformation follows the mouse. Merely click an on/off and the deformation does not follow the the little circle thingy, or bear any relation to the action of the button.
Some of the things are inoffensive, spinner dots, progress bars, accordion menus. But basically anything that deforms on click related to where you click are nonsense.
EDIT 2: The buttons in the demo area apparently do have distortion that follows the mouse, but on the left side they don't? For me this is just a lot of bafflingly inconsistent gloss that makes me wonder what's going on or why one thing behaves differently than others, and what that means for actual functionality. Rather than just interacting with the UI.
Re: Jelly UI: Soft-body physics for native HTML form controls
#115I love this, but it does not seem to conform to standard UX best practices. If I click and hold then move the mouse away to release, I assume an element should not register that as a click. As-is, this is inconsistent: the button registers a click, the checkbox does not.
Re: Jelly UI: Soft-body physics for native HTML form controls
#116Cute (and I mean that sincerely, not sarcastically), and I appreciate that it appears to gracefully degrade for `@media (prefers-reduced-motion: reduce)`, but for the demo site, it would probably be a good idea to allow the user to override that without having to change their system settings, or at least alert them that they won't see the animations.
Re: Jelly UI: Soft-body physics for native HTML form controls
#117Okay I know this is gonna sound rude but who in the world would want form controls that behave this way?
Re: Jelly UI: Soft-body physics for native HTML form controls
#118that's a real frustrating form of scrolljacking, a forced timed animation & lockout for concurrent scroll events until the timer is relinquished and input ceases; impressive.
Re: Jelly UI: Soft-body physics for native HTML form controls
#119No apparent relation to the jelly slider: https://docs.swmansion.com/TypeGPU/examples/#example=renderi...
Re: Jelly UI: Soft-body physics for native HTML form controls
#120Your scroll is messed up on my Macbook M3 Pro / Opera, it's like a broken "velocity scroll" that is too loose and scrolls past several items leading to a clunky experience