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Jelly UI: Soft-body physics for native HTML form controls

jelly-ui.com

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Re: Jelly UI: Soft-body physics for native HTML form controls

#133
post #6

Earlier quoted context omitted.

The library does respect the client-side reduce motion setting (by disabling all animated effects).

EDIT: OH MY GOD THAT IS A HUGE CHANGE!! On MacOS: Settings -> Accessibility -> Display -> Reduce Motion. I had no idea that was on. I like motion, I wouldn't have set this myself! ------------------ Original: How does that make anything about this "physics-based"? I'm not being snarky, I'm genuinely trying to figure out what part of this is completely going over my head. I don't see any "soft-body physics" interactio…

> I like motion, I wouldn't have set this myself!

You sure about that? “Turn on Reduce Motion” was a common bit of advice for people who were looking for ways to make Liquid Glass livable.

Re: Jelly UI: Soft-body physics for native HTML form controls

#135
post #103

Earlier quoted context omitted.

Here's the perf profile, just to clarify. Cursor idle, viewport on the button examples. 3ms repaint every 8-11ms. Animation frame points to the code i mentioned. https://postimg.cc/sQpZxxzv The problem isn't doing work on a website, its if you have an idle task that is taking up a significant portion of the frame budget then its easy to have frame drops when you do significant work like clicking, scrolling, browsing.…

That's from Lottie, the animations that play in the header and footer of the page. Shrink your window until they disappear and try again.

Oh, yea, "you're holding it wrong"

Re: Jelly UI: Soft-body physics for native HTML form controls

#136

Earlier quoted context omitted.

As a web developer, I am not included in the perception difference I describe. I am also 0.000001% and not a representative sample of People As A Whole Or Even As A Majority Or Significant Fraction. So while my personal awareness is akin to yours, extrapolating from that towards the masses is a dead end exercise. CPU bound games examples: Chess, Go, Final Fantasy XIV, Elite Dangerous, and any competent Civilization /…

If the geneva convention didn't ban torture, I'd say that web-developers should be forced to actually try and use the apps they develop. The websites I mentioned use more cpu and memory than most games in Civilization the series, which are largely competently developed. My previous laptop could play civ 5 at a higher framerate than it could scroll github diffs or notion pages. Civ 5 handled full-speed keyboard input,…

They should also be forced to walk around town with a GDPR cookie banner pasted over their face covering half of their field of view. And then although automatic doors open for most people, for them specifically, the automatic doors shut. The doors are postered with "would you like to subscribe" newsletter ads. They have to manually open each one of them.

Re: Jelly UI: Soft-body physics for native HTML form controls

#137
I think it would be nice if the effect happened on hover as well, maybe to a lesser degree. Also, some of the controls don't appear to have any jelly in them, like the progress bar, toast, and so on. Finally, the performance on that showcase page isn't the best, and it feels like you're hijacking the scrolling somehow. But overall, it's cute. Would fit nicely as a game's UI.

Re: Jelly UI: Soft-body physics for native HTML form controls

#138
post #135

Earlier quoted context omitted.

That's from Lottie, the animations that play in the header and footer of the page. Shrink your window until they disappear and try again.

Oh, yea, "you're holding it wrong"

? In this very particular case, yeah, the original commenter was holding it wrong, as they inspected the wrong thing. People sometimes hold things wrong and it's okay.
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