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MathBox 2

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Re: MathBox 2

#32
Any plans for Oculus support? I'm building a code analysis framework with a visualization tool and if MathBox were to support the Rift it would be a no-brainer over using raw SVG or D3.

Re: MathBox 2

#33

What is a BOF in the context of a conference? I've seen this in several places but haven't seen a definition.

http://en.wikipedia.org/wiki/Birds_of_a_feather_(computing)

A discussion group, sometimes informal, interested in a particular topic.

Conferences often refer to their themed tracks as "BoF" sessions.

Re: MathBox 2

#34
post #30
post #16

Earlier quoted context omitted.

Totally agree, under Chrome / OS X, fans went crazy on my rMBP 15 iGPU and CPU raised 80 C degrees just to watch a few slides of that site. I closed the tab to stop overheating.

Huh. I use Safari / OS X on a 4 year old MacBook Pro. I keep it locked on the integrated CPU and it worked fine, barely increasing the system load. Only one or two of the effects near the end made any noticeable difference. Of course you're pushing 4x as many pixels as me. Try Safari (you have to enable WebGL in the Develop menu). I wonder it's a Chrome issue.

Safari on my rMBP 13" did the same thing, heh. Still worth it. Amazing work.

Re: MathBox 2

#35
post #16

Wow, after viewing the examples, almost 10% battery was consumed.

Totally agree, under Chrome / OS X, fans went crazy on my rMBP 15 iGPU and CPU raised 80 C degrees just to watch a few slides of that site. I closed the tab to stop overheating.

Ran completely fine on my 13" air.

Re: MathBox 2

#36
> Please view in Chrome or Firefox. Chrome is glitchy, Firefox is stuttery.

I really want to get behind WebGL, but when is it going to have decent performance/compatibility? I tried this out in both FF and Chrome on a powerful desktop computer (i5-4670K, GTX760, 16GB RAM) and it was glitchy/stuttery as described. Firefox rendered some scenes at what seemed like 2-3 FPS. Chrome was much smoother, but I couldn't tell what parts were glitches. For example, the "classic demoscene water effect" looked completely different in Chrome. But neither FF nor Chrome produced an effect remotely resembling water.

Although this looks like a great library, personally I prefer to stick with OpenGL programming until WebGL's quircks are sorted out.

Re: MathBox 2

#37
post #32

Any plans for Oculus support? I'm building a code analysis framework with a visualization tool and if MathBox were to support the Rift it would be a no-brainer over using raw SVG or D3.

MathBox 2 is built on top of threestrap (don't google it, you get shoes), to enable exactly this kind of extensibility without me having to do it all myself. Just by following a few basic conventions (e.g. binding the VR headset to three.camera), it should just work. Haven't tried it yet, too much to do, but I do know these guys who have a mocap studio being repurposed for free-walking VR experiments using a wireless headset. I sat on the couch in the Unreal Engine 4 apartment two weeks ago, and picked up a mug from the coffee table (i.e. real couch/table + real mug + mocap balls attached to the mug and the headset). Magic. Would be even better with a mathbox chandelier.

Now I hate 2D screens even more. So yes.

https://github.com/unconed/threestrap http://thesawmill.ca/ http://wavesine.com/

Re: MathBox 2

#38
post #36

> Please view in Chrome or Firefox. Chrome is glitchy, Firefox is stuttery. I really want to get behind WebGL, but when is it going to have decent performance/compatibility? I tried this out in both FF and Chrome on a powerful desktop computer (i5-4670K, GTX760, 16GB RAM) and it was glitchy/stuttery as described. Firefox rendered some scenes at what seemed like 2-3 FPS. Chrome was much smoother, but I couldn't tell w…

On my Radeon 6850, under FF, everything is super smooth. Intel i7 quad-core.
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