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Realtime Three.js Coding

mrdoob.com

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Re: Realtime Three.js Coding

#32
This is definitely a nice showcase for three.js.

I don't think one could lower the entry barrier any further. More projects should use this approach.

I started playing with it immediately and I am already thinking about projects I could use this for.

Re: Realtime Three.js Coding

#34

Are you still planning to release commercial version of Harmony? I remember that you were mentioning it few months ago on Github.

As soon as packaged apps gets green light. Not sure if commercial, but sure an installable webapp with some improvements. I guess I'll recode the whole thing :P

Re: Realtime Three.js Coding

#35
post #34

Are you still planning to release commercial version of Harmony? I remember that you were mentioning it few months ago on Github.

As soon as packaged apps gets green light. Not sure if commercial, but sure an installable webapp with some improvements. I guess I'll recode the whole thing :P

Commercial version of Harmony that can be integrated with third-party apps would be great. I guess you could use simillar licensing model to Potrace: http://potrace.sourceforge.net/#dual

Re: Realtime Three.js Coding

#36
post #11

Earlier quoted context omitted.

What notch used is a step further. From what I get this page simply "refreshes" the code and starts the execution anew. Notch is actually hot-swapping code, for example the code in the update function of the game, leaving the game state intact. If he wants to test a change in the init code for example, he would need to restart the program. Either way, very cool way to play around with three.js without having to switc…

Is that documented anywhere?

I have no idea, I just remember it from the stream from notch. I also experimented a bit with something similar for python.

You can find it here: http://www.krause-software.com/hotswap/

I think it worked so well for notch because the code he was changing was in a different class than the program's entry point, so the virtual machine had it easy swapping the code. Once again, I don't know the details, it is just my impression from what I saw that time.

Re: Realtime Three.js Coding

#37

I love it. Reminds me of the Hotswap feature in Eclipse which Notch seems to use a lot for building his games. I wish there was something like that for UILayer, UIView and OpenGL in Objective-C. I know about the REPL in RubyMotion, but it's Ruby and a REPL is still not the same as having a live preview of editor changes. I really hate the fix-compile-test workflow, and especially for layers and layer animations and s…

Code injection isn't impossible in Objective-C even on iOS, check out http://injectionforxcode.com/ or the write up by Erica Sadun here: http://www.tuaw.com/2012/05/10/devjuice-injection-for-xcode/

Re: Realtime Three.js Coding

#38
post #23

I love it. Reminds me of the Hotswap feature in Eclipse which Notch seems to use a lot for building his games. I wish there was something like that for UILayer, UIView and OpenGL in Objective-C. I know about the REPL in RubyMotion, but it's Ruby and a REPL is still not the same as having a live preview of editor changes. I really hate the fix-compile-test workflow, and especially for layers and layer animations and s…

The hot-swap capability isn't something specific to Eclipse, its built into the JVM. Its also pretty limited, you can only change method bodies, you can't add methods, classes, class variables, and often things like annotation changes aren't picked up. Eclipse, IntelliJ, etc all use this. There is JRebel which is a custom implementation that allows much more robust code injection, but its not free. Hotswap is great f…

Objective-C supports code replacement very well as it "run-time binds" selectors to method implementations. By injecting a bundle with a new implementation in a category it takes precedence over the original implementation as if the method had been "swizzled". The previous implementation linked into the app is taken out of play and ignored. This is all looked after by the application I mentioned. The complications seem to be minimal in my experience as long as you don't change the class interface...

Re: Realtime Three.js Coding

#39
post #14
post #8

Brilliant. I wonder if it was inspired by Brett Victor's fantastic talk 'Inventing on Principle' ( http://vimeo.com/36579366 ) - it seems there have been many such efforts to break the barrier between writing code and seeing the effects since that talk appeared. Maybe it's just that the talk made an impression on me and hence I've been noticing this sort of thing more. Either way, bravo Mr Doob.

I feel that talk made an impression on many people. I think that talk made live editing "mainstream" and Bret "stole" the concept by doing a good show just like Apple does. It's been done for years but no one "bothered" making a good show/product that wowed people. From the top of my head (fluxus) [1] and impromptu [2]. And I bet every game company have their own live editing tools. Anyway, . What inspired me was thi…

http://notlion.github.com/audio-shadertoy/

Re: Realtime Three.js Coding

#40
post #14
post #8

Brilliant. I wonder if it was inspired by Brett Victor's fantastic talk 'Inventing on Principle' ( http://vimeo.com/36579366 ) - it seems there have been many such efforts to break the barrier between writing code and seeing the effects since that talk appeared. Maybe it's just that the talk made an impression on me and hence I've been noticing this sort of thing more. Either way, bravo Mr Doob.

I feel that talk made an impression on many people. I think that talk made live editing "mainstream" and Bret "stole" the concept by doing a good show just like Apple does. It's been done for years but no one "bothered" making a good show/product that wowed people. From the top of my head (fluxus) [1] and impromptu [2]. And I bet every game company have their own live editing tools. Anyway, . What inspired me was thi…

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