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WebGL Studio

webglstudio.org

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Re: WebGL Studio

#82

how do I create 3d models with this? needs some video tutorial but this is very cool. btw how do you create applications like this that rivals desktop apps?

this is not a modelling software, you need to have 3d models and import them here.

People think there are too many diferences between developing for desktop and developing for the web, but there arent, it is just a matter of time

Re: WebGL Studio

#83
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…

As a user I have to say it doesn't matter me if your app looks native or follows HIG. That's just a convention used to make apps behave predictably and smoothly. If you can accomplish that with your own sensibilities that works too.

But by having a shared convention, we avoid having to relearn a new one for every app.

You really wouldn't mind if the app used control-p for delete, and control-z to quit?

Re: WebGL Studio

#84

Earlier quoted context omitted.

As a user I have to say it doesn't matter me if your app looks native or follows HIG. That's just a convention used to make apps behave predictably and smoothly. If you can accomplish that with your own sensibilities that works too.

The common user interface/HIG idea makes less and less sense as software begins to do more and more things. IRL, we don't expect toilets, hammers, bulldozers, shotguns, and surgical scalpels to have the same user interface features, and it would suck mightily if they did. Unfortunately, as those things get computerized we wind up getting the same crappy touch-screen menus and whatnot bolted on to them (imagine what u…

Those real life tools have a far simpler interface than, say, a mail client. As software becomes more complex, HIG increase in importance, because there is more to learn and HIG enables us to transfer knowledge across apps.

Re: WebGL Studio

#85
post #20
post #4

Is the author here? What license do you plan to use?

Im here but my license knowledge is limited, thats why I just applied the MIT which I think is the one that fits better

Your project is fantastic. And, releasing the source code as free is the best thing you've actually did. This would be that start of it!

Re: WebGL Studio

#86

Earlier quoted context omitted.

The common user interface/HIG idea makes less and less sense as software begins to do more and more things. IRL, we don't expect toilets, hammers, bulldozers, shotguns, and surgical scalpels to have the same user interface features, and it would suck mightily if they did. Unfortunately, as those things get computerized we wind up getting the same crappy touch-screen menus and whatnot bolted on to them (imagine what u…

Those real life tools have a far simpler interface than, say, a mail client. As software becomes more complex, HIG increase in importance, because there is more to learn and HIG enables us to transfer knowledge across apps.

The actions you perform with a scalpel (or even a bulldozer) are far more complex than sending email, so arguing that they have a simpler interface doesn't really support your case. Quite the opposite, in fact. I would argue that they have simpler interfaces because those interfaces are actually optimized for the task, rather than being some jack-of-all-trades compromise.

Re: WebGL Studio

#87
Awesome project! Congrats to the author for such clean code base too!

Maybe slightly off topic, but one of the most important takeaways from this: you don't need a bulky JavaScript framework to build complex applications. In fact, you may be better off without using one.

I'm sure there's a very narrow sweet spot where a given JavaScript framework can make you more productive. But if your application is complex enough, like this editor, the framework will probably work against you. And if it is simple enough, it may be better to not use the framework, so you don't grow dependent on it and find it hard to remove it if you need to grow the app.

Instead of the framework imposing the structure and constraints, a team can decide on the structure, agree on the constraints, and build libraries helpers according to that. Way more economic than the alternative: working around buggy and/or undocumented framework features, trying to catch up to constant changes and "upgrades", fighting against the JavaScript marketing machinery trying to decide which of the "Top JS Frameworks" to use, etc.

Re: WebGL Studio

#88

Awesome project! Congrats to the author for such clean code base too! Maybe slightly off topic, but one of the most important takeaways from this: you don't need a bulky JavaScript framework to build complex applications. In fact, you may be better off without using one. I'm sure there's a very narrow sweet spot where a given JavaScript framework can make you more productive. But if your application is complex enough…

exactly what I think

Re: WebGL Studio

#89

This project is amazing, especially considering that you have been working on it on your own for 3 years. Lots of perseverance! A similar project (albeit not open source) is Goo Create by Goo Technologies: http://goocreate.com/product/ It is being used by several companies in pretty large productions (including games, ads, educational projects, etc) both for desktop and mobile devices. You should really check it out.…

I know goo create, great project, keep it up!

Re: WebGL Studio

#90
post #78

Earlier quoted context omitted.

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

I dont know about Wings3D that is probably casual tool. But ZBrush? Are you sure? ZBrush is notorious for its crazy learning curve. I mean sure you can do something with it instantly but to make something meaningful is hard. Besides you should compare it to game engines like unity or ue4, its very differend thing than 3D modeler.

Wings3D is not a casual tool. It is a fully featured 3d modeling application that does that very well. It works on the box modelling principle. ZBrush is really easy to get into and make something instantly like you say, but yes it's really difficult to learn. I started with Wings3D and still use it.
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