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Three.js editor

mrdoob.github.com

61–70 of 76 posts

Re: Three.js editor

#62

Another direction the author could take with this: a CAD app. Specifically, because TinkerCAD is shutting down, 3D printing community desperately needs a new CAD tool usable by 10-years-old kids. There's a huge opportunity there. TinkerCAD was very popular with 3D printing people, because it was stupidly simple and easy to learn, while still being a very functional CAD tool.

I worked at Tinkercad for about 6 months last year (mostly on the WebGL-based editor, but the engineering team was only 5 people so there was lots of other stuff to do as well). It's an awesome product; I'm surprised and sad to see it closing down, but at the same time I can understand why they decided to pivot the core tech into a new company.

Basically Tinkercad had two unique advantages: a world-class massively parallel solid geometry kernel, and a 3D design UI that made ease of use first priority. Tinkercad emphasized the latter in their product image, but it became somewhat pigeonholed as a "children's CAD", which made it difficult to switch the same product into a pro gear. They've now made the decision to pursue the revenue potential of the pro market, and that requires a new product image.

If someone wants to jump onto the opportunity of building a Tinkercad replacement, I know a few things about this space and am available for hire... ;)

Re: Three.js editor

#64

Another direction the author could take with this: a CAD app. Specifically, because TinkerCAD is shutting down, 3D printing community desperately needs a new CAD tool usable by 10-years-old kids. There's a huge opportunity there. TinkerCAD was very popular with 3D printing people, because it was stupidly simple and easy to learn, while still being a very functional CAD tool.

Are they going to open source it?

Re: Three.js editor

#65
post #41

Earlier quoted context omitted.

I think that is your iPad not supporting webGL.

How am I suppose to know there is webGL on this page and that the problem is the iPad and Safari browser ? What I don't understand are the down votes. What is the problem ?

Next time, use a real computer for accessing "cutting-edge/next-gen stuff" HN links, not a consumer toy (and an outdated one at that)..

Re: Three.js editor

#66
post #39
post #35

Earlier quoted context omitted.

This, so much. I can't believe companies are pushing to port everything to one of the worst language in existence. Okay, I get the benefits of easy deployment, but what about performance, debugging, ecosystem, typechecking, compile-time optimizations, general engineering, etc.? Surely we must know better in 2013.

So we should wait for browser vendors to agree on a new next generation language for the web and wait until everyone updates to a browser that supports it? Like it or not these developments are turning JS into a bytecode for the web. Maybe one day there will be other language options but why not invest in making the best of what we do have?

So we should wait for browser vendors to agree on a new next generation language for the web and wait until everyone updates to a browser that supports it?

No, we should grab the first thing available and run with it, making sporadic additions and optimizations to do cool-thing-of-he-day, completely ignoring overall architecture and neglecting original purpose behind the technology we use. Next stop: compiler that will translate C code into Excel macros.

Re: Three.js editor

#67

Earlier quoted context omitted.

Same with Chromium. Error creating WebGL context. three.min.js:390 Uncaught TypeError: Cannot call method 'getExtension' of null three.min.js:390

Works great in my chromium ("Version 24.0.1312.56 Built on Ubuntu 12.04, running on elementary OS 0.2 (24.0.1312.56-0ubuntu0.12.04.1)")

Worked great in Chrome (Version 25.0.1364.172 m) on XP/32.

Re: Three.js editor

#68
post #10

For those curious, this works great on mobile (Firefox on a Nexus 4)

I'm surprised that Firefox Mobile supports WebGL (and pretty quickly too). Neither Chrome nor Safari do.

It's weird more browsers don't, considering WebGL is based on OpenGL ES, and most mobile devices implement ES.
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