Recreating Real-World Terrain with React, Three.js and WebGL Shaders
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Recreating Real-World Terrain with React, Three.js and WebGL Shaders
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Re: Recreating Real-World Terrain with React, Three.js and WebGL Shaders
#2Re: Recreating Real-World Terrain with React, Three.js and WebGL Shaders
#3Re: Recreating Real-World Terrain with React, Three.js and WebGL Shaders
#4Edit - thank you for all the replies, we have now established that different hardware renders at different speeds, quite the discovery.
Re: Recreating Real-World Terrain with React, Three.js and WebGL Shaders
#5Looks very cool and there's a ton of good info here. But the final product is unusably laggy on my Dell XPS 13 i7 - not something I'd be happy to put into production. Edit - thank you for all the replies, we have now established that different hardware renders at different speeds, quite the discovery.
Re: Recreating Real-World Terrain with React, Three.js and WebGL Shaders
#6Looks very cool and there's a ton of good info here. But the final product is unusably laggy on my Dell XPS 13 i7 - not something I'd be happy to put into production. Edit - thank you for all the replies, we have now established that different hardware renders at different speeds, quite the discovery.
Ran perfectly fine on my Dell Precision with an i7-9850H.
Re: Recreating Real-World Terrain with React, Three.js and WebGL Shaders
#7That looks neat but why would you need a react-style reconciler to render a webgl scene? It's immediate mode...every frame is rendered according to the latest state available. What is even being reconciled?
Last time I checked rendering text into a webgl context was basically reinventing harfbuzz or using a proper game engine like unity.
Edit: So a reactive way to lay over HTML which properly hooks into the 3d context doesn't sound beyond crazy, at least for web tech standards.
Re: Recreating Real-World Terrain with React, Three.js and WebGL Shaders
#8That looks neat but why would you need a react-style reconciler to render a webgl scene? It's immediate mode...every frame is rendered according to the latest state available. What is even being reconciled?
Re: Recreating Real-World Terrain with React, Three.js and WebGL Shaders
#9Earlier quoted context omitted.
Ran perfectly fine on my Dell Precision with an i7-9850H.
Yes I understand that different hardware renders things at different speeds, thanks for your input? I'm saying that if something runs like shit on my $3,000 laptop I wouldn't be comfortable putting it into production for a user base that likely has, on average, far less.
Re: Recreating Real-World Terrain with React, Three.js and WebGL Shaders
#10That looks neat but why would you need a react-style reconciler to render a webgl scene? It's immediate mode...every frame is rendered according to the latest state available. What is even being reconciled?
Doing it through React seems a little bit odd... but I haven't looked closely enough to understand why/whether this coupling is actually necessary