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WebGL Studio

webglstudio.org

61–70 of 90 posts

Re: WebGL Studio

#61
post #52
post #8

Earlier quoted context omitted.

WebGL allows you to build completely custom UIs, and these are well suited for 3D apps (which typically use OpenGL on the desktop, so transferring knowledge is trivial). However, between custom OpenGL UIs and HTML-based UIs, there is an entire spectrum of native apps (mobile and desktop) that make use of platform conventions and standard functionality. This space is difficult to cover with web technologies because yo…

Now you mentioned it also passed my mind to scrap DOM and use my own gui, lots of advantages but im worried it will slow down the development. Indeed all the timeline editor is a canvas. Its worthy to consider it.

Doing your own GUI affords a lot of advantages in terms of how you structure your code. As soon as you decide to render every frame you can take advantage of immediate mode techniques that work very well in editors IMO (unfortunately, many of the examples of using and implementing these online are not very good and imply restrictions that are not inherent with the technique...).

That said you seem to be far enough along that redoing the GUI would not be a good idea really.

Also the DOM is a fairly okay retained mode UI, so if that is your preference I would just use it.

Re: WebGL Studio

#62
Very cool. Seems better than the competitors (playcanvas, three editor, ...) by some amount. Being 100% open source including the editor is pretty huge IMO

The big questions for me are: What model formats does this support? How well developed is the animation support? How is the performance in large scenes and on mobile?

Re: WebGL Studio

#63
Is there any doc or readme for the geometry format? I've downloaded the source, and am reading, but some breadcrumbs to guide one would be great.

Re: WebGL Studio

#64

Even though the rendering performance is very snappy and efficient, to me this fails on the most important thing for this sort of software - UI. Can you imagine someone totally new to 3D modelling opening this thing and just going for it? It's completely unintuitive and yet, because it's so accessible that should've been the primary concern.

Is there any 3D modeling software that is intuitive enough for a beginner to jump in start creating 3D scenes? The barrier to entry and learning curve of 3D modeling has always been high and steep.

ZBrush and Wings3D. Completely different, but both are super easy to start with.

Re: WebGL Studio

#65
post #62

Very cool. Seems better than the competitors (playcanvas, three editor, ...) by some amount. Being 100% open source including the editor is pretty huge IMO The big questions for me are: What model formats does this support? How well developed is the animation support? How is the performance in large scenes and on mobile?

Good questions. It supports collada which is the default ascii format por scenes, i managed to export complex scenes with animation without problem but there are some cases that do not work.

Performance could be improved, im aiming more to flexibility but i managed to have hundreds of objects with independent materials at 60 fps. For mobile i want to create a lightweight rendering mode because the current one has too many cases to consider.

The next release will be focused in bugs, and the one afterward in performance.

Re: WebGL Studio

#66
post #51

Earlier quoted context omitted.

"Decahedron.js". From the three-dimensional variant of the decagon, the symbolic shape of a spider web . Mmh, yes, sorry, I'm bored. :)

Too long!

You could always go with the short "d10.js" if you want to add another level of abstraction.

Re: WebGL Studio

#67

That's great, it looked already good in 2013 when it won best paper ( http://gti.upf.edu/webglstudio-gti-paper-goes-viral-at-web3d... ), I'm happy to see it reached a 1.0 release.

Good memory. Its surprising how from the first version to the first release you need so much time

Re: WebGL Studio

#68
post #61
post #52

Earlier quoted context omitted.

Now you mentioned it also passed my mind to scrap DOM and use my own gui, lots of advantages but im worried it will slow down the development. Indeed all the timeline editor is a canvas. Its worthy to consider it.

Doing your own GUI affords a lot of advantages in terms of how you structure your code. As soon as you decide to render every frame you can take advantage of immediate mode techniques that work very well in editors IMO (unfortunately, many of the examples of using and implementing these online are not very good and imply restrictions that are not inherent with the technique...). That said you seem to be far enough al…

But i have stumble in so many problems thanks to the DOM inconsistencies. more time spend in DOM problems than webgl problems

Re: WebGL Studio

#69
The object/component system looks like a Unity3D ripoff. Even component names ("MeshRenderer") are unchanged from Unity.

Also it is interesting that it's written in JS without any higher-level technology like TypeScript or Dart.

A little bit off topic, but every time I try any kind of similar application (this, a CAD, a PCB editor) that is implemented to work in web browser, I lack feeling of "stability" of a desktop app with all the files stored locally - I would rather use a desktop app with inferior functionality.

Re: WebGL Studio

#70

THREE.js has a similar editor: http://threejs.org/editor/

As long as I like that editor, it's not even close to this one.

The main diference is that I created the engine to fulfill my editor needs and not the other way around. Also not having legacy allowed me to recode lots of parts without problem.

This being said I love the idea to stop at runtine any application coded in threejs and have the freedom to edit it from the console using the chrome extensition.

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