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MathBox 2

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41–50 of 93 posts

Re: MathBox 2

#41
This is great (really, it is), but showing off a "classic demoscene water effect" that was classic in 1996 serves as much to highlight how far WebGL has to go as much as what can be done with it.

Re: MathBox 2

#43
post #19
post #8

This is one of the most beautiful things I've seen for some time. And to think this is all in a browser, usable from JavaScript. I feel like there could be so many applications for this, for more complex, interdependent visualizations, yet easier than D3 and the like. Also, in the end it's described as Reactive DOM. So, now I wan't to see TodoMVC redone with this. It must be the fastest yet (I'm only half joking!). I…

To handle HTML overlays, I basically need to add read back capabilities to find the final on-screen positions of points, so I can sync with CSS 3D matrices. GL text is a rabbit hole I'd prefer to avoid, especially since I often need math notation. It would turn into HTML/CSS-for-GL right away.

Are you the unconed from TermKit? What's its status?

Re: MathBox 2

#45
post #14

Site crashes both Safari and Chrome on my iPad. What is it about?

It's an amazing implementation of 1995 desktop 3D graphics in a vonstrained and buggy browser environment.

Re: MathBox 2

#46

Amazing as usual! I don't get why he says vertex shaders aren't doable in web GL though. Don't the various shadertoy type sites let you write vertex shaders right now?

I believe he was referring to geometry shaders, not vertex shaders.

Re: MathBox 2

#47
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…

... when the GPU drivers fix their bugs, when all the undefined behaviour gets defined, when the security holes get patched, and triple-A gaming studios with intimate connections to the vendors aren't the only ones driving the tech. Any day now.

WebGL devs are playing the longest game of chicken seen on the web yet.

Re: MathBox 2

#48

Amazing as usual! I don't get why he says vertex shaders aren't doable in web GL though. Don't the various shadertoy type sites let you write vertex shaders right now?

I believe he was referring to geometry shaders, not vertex shaders.

Understood, thanks.

Re: MathBox 2

#49
post #43
post #19

Earlier quoted context omitted.

To handle HTML overlays, I basically need to add read back capabilities to find the final on-screen positions of points, so I can sync with CSS 3D matrices. GL text is a rabbit hole I'd prefer to avoid, especially since I often need math notation. It would turn into HTML/CSS-for-GL right away.

Are you the unconed from TermKit? What's its status?

Right now, very dead. It was more of an idea than a real thing, badly architected, but with some good ideas waiting to be reimplemented on a non 0.x stack. Still perpetually disappointed every new "neo terminal" is monospace tho.

Re: MathBox 2

#50
post #41

This is great (really, it is), but showing off a "classic demoscene water effect" that was classic in 1996 serves as much to highlight how far WebGL has to go as much as what can be done with it.

A classic demoscene water effect in quite possibly 1% of the lines of code that would have been required in 1996.
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