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Flat Surface Shader

wagerfield.github.io

21–30 of 39 posts

Re: Flat Surface Shader

#21
post #20

It blows my mind that I can switch between the three different renderers without dropping a noticing a single framedrop. I had to open the devtools and verify that there is actually a change happening to believe it.

On my iMac, switching between renderers definitely caused a "hiccup", and SVG was very slow on Chrome, but it looked great in all 3.

Re: Flat Surface Shader

#22
post #5
post #3

Earlier quoted context omitted.

> HTML/CSS nonsense Structured and well declared markup is no joke. If you actually refer to the common "hacks" to get demos and eye-candy stuff working, then I do agree. On the contrary, if you refer to ditching all HTML and CSS in favor of WebGL, then we're fucked.

No, I refer to bullshit like the amount of trouble you have to go through (and subsequently the amount of upvotes you get on HN [1]) if you manage to center a rectangle on the screen . Stuff like that. It's 2013, the web is the application platform of today, and centering a rectangle is nontrivial. What? It's just one of the many examples of how broken HTML and CSS are. I dare say that anyone who claims that HTML and…

On WebGL, we can reinvent presentation and styling entirely without sacrificing performance.

Doing layout and capturing input events on elements in Javascript instead of native code, without performance loss? Nah. Maybe you can do it in shaders, but that still sounds like the bad old days of flash, of binary blob websites without accessibility. I'd be glad to be proved wrong, but it just sounds horrible.

Oh, but WebGL games need good UI toolkits either way, so at worst, any such stuff would still be useful for that, even if not for general websites.

Re: Flat Surface Shader

#23
post #19
post #4

it looks quite nice but unfortunately I guess it's by far too power hungry. My GTX 560's fan went up.

Your GPU powered up? I would assume this renders in CPU, so that's a bit strange.

By default it's using a canvas to render, though you can also choose SVG or WebGL. Canvas is hardware accelerated in most browsers.

Re: Flat Surface Shader

#26
post #5
post #3

Earlier quoted context omitted.

> HTML/CSS nonsense Structured and well declared markup is no joke. If you actually refer to the common "hacks" to get demos and eye-candy stuff working, then I do agree. On the contrary, if you refer to ditching all HTML and CSS in favor of WebGL, then we're fucked.

No, I refer to bullshit like the amount of trouble you have to go through (and subsequently the amount of upvotes you get on HN [1]) if you manage to center a rectangle on the screen . Stuff like that. It's 2013, the web is the application platform of today, and centering a rectangle is nontrivial. What? It's just one of the many examples of how broken HTML and CSS are. I dare say that anyone who claims that HTML and…

I'm not sure why you're saying that accountancy is for people with "no imagination" and, more worryingly, implying that it's some sort of "lesser" profession.

Re: Flat Surface Shader

#27
post #13
post #5

Earlier quoted context omitted.

No, I refer to bullshit like the amount of trouble you have to go through (and subsequently the amount of upvotes you get on HN [1]) if you manage to center a rectangle on the screen . Stuff like that. It's 2013, the web is the application platform of today, and centering a rectangle is nontrivial. What? It's just one of the many examples of how broken HTML and CSS are. I dare say that anyone who claims that HTML and…

HTML and CSS are the way they are because they, together, are markup for documents --and documents on the web are of indefinite shape. You can resize your browser window, or change your text-zoom, or insert/remove content in the DOM, and things have to reflow . Most importantly, this means that boxes containing reflowed text will get longer or shorter , and then push other boxes on the page up or down. Because of thi…

So how come it's simple to horizontally center something.

Re: Flat Surface Shader

#28
post #7

This is probably a bit OT, but it makes me sad that flat shading as an art style has been abandoned in games. Ever since pixel shaders and normal maps gave us shiny plastic-y objects, developers haven't looked back.

Here's the lighting style of our current project: http://hitboxteam.tumblr.com/image/42563981451

I have to say that's beautiful. You've definitely caught my interest with this project (Spire?)

I loved Dustforce too. Keep up the good work.

Re: Flat Surface Shader

#29
post #7

This is probably a bit OT, but it makes me sad that flat shading as an art style has been abandoned in games. Ever since pixel shaders and normal maps gave us shiny plastic-y objects, developers haven't looked back.

Here's the lighting style of our current project: http://hitboxteam.tumblr.com/image/42563981451

Where do I sign up? (/kickstart/gogo/paypal/greenlight/whatever)

Re: Flat Surface Shader

#30
post #13

Earlier quoted context omitted.

HTML and CSS are the way they are because they, together, are markup for documents --and documents on the web are of indefinite shape. You can resize your browser window, or change your text-zoom, or insert/remove content in the DOM, and things have to reflow . Most importantly, this means that boxes containing reflowed text will get longer or shorter , and then push other boxes on the page up or down. Because of thi…

So how come it's simple to horizontally center something.

If you read his post, basically width is the constant and height is the variable. That's why horizontal centering is easy, because the width is deterministic.
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