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three.js r28
7 commentsFor the last few weeks I've been quite focused on developing the engine and I think the API is starting to get quite stable. I'm still unsure on what parts of the API need to be included in the actual build and what parts should just keep outside.
For instance, primitives is something you don't want to have in the compiled .js file. If you need a Cube, Sphere, ... I think it's easier to have it in /js/geometry/primives/*. Otherwise we end up having a 100kbytes file just for drawing a bunch of particles. I really want to avoid that, right now it's 60kbytes. But that includes all the renderers, if you're only going to use CanvasRenderer, you can save 20-30kb by removing the SVGRenderer, WebGLRenderer, ... logic. These scripts do that automatically.
Mr. AlteredQualia has been doing an awesome job with the WebGLRenderer these past weeks. If you have WebGL enabled, these 400k polys are waiting for you.
There is still quite a bit of work to do here and there, specially on the materials side (Mapping types, Blending, Gouraud, Phong... ) but it'll all come in good time :)
For instance, primitives is something you don't want to have in the compiled .js file. If you need a Cube, Sphere, ... I think it's easier to have it in /js/geometry/primives/*. Otherwise we end up having a 100kbytes file just for drawing a bunch of particles. I really want to avoid that, right now it's 60kbytes. But that includes all the renderers, if you're only going to use CanvasRenderer, you can save 20-30kb by removing the SVGRenderer, WebGLRenderer, ... logic. These scripts do that automatically.
Mr. AlteredQualia has been doing an awesome job with the WebGLRenderer these past weeks. If you have WebGL enabled, these 400k polys are waiting for you.
There is still quite a bit of work to do here and there, specially on the materials side (Mapping types, Blending, Gouraud, Phong... ) but it'll all come in good time :)
Great work Mr. Doob & Mr. AlteredQualia! Thanks a lot!
November 5th 2010, benny!
Thanks for the shout-out dear mr.doob ;)
I'm currently exploring binary mesh loading. It seems it would help, but not by as much as I hoped for (gzip is already pretty good).
I'm currently exploring binary mesh loading. It seems it would help, but not by as much as I hoped for (gzip is already pretty good).
Ouuuh gouraud gave me an idea to make an ffvii clone.
Hi MrDoob,
I am just about to start teaching myself to use your API. Would you like me to write some 'How to' documentation as i go?
I am just about to start teaching myself to use your API. Would you like me to write some 'How to' documentation as i go?
renegademaster: feel free ;)
Hi MrDoob,
Just discovered your three.js I love it !
Can I use your depth_of_field [your site version ( without WebGL )] in my business site or is it copyrighted ?
I love the effect and I'm playing with it a lot, changing everything in the code, but I would prefer if it was using the three.js
I would like to know if its possible to make a
version depth_of_field exactly like the one like you are using on your site ( without WebGL ), but using your three.js, if it is just give me a hint on how to do it.
Gracias de antemano ;)
Just discovered your three.js I love it !
Can I use your depth_of_field [your site version ( without WebGL )] in my business site or is it copyrighted ?
I love the effect and I'm playing with it a lot, changing everything in the code, but I would prefer if it was using the three.js
I would like to know if its possible to make a
version depth_of_field exactly like the one like you are using on your site ( without WebGL ), but using your three.js, if it is just give me a hint on how to do it.
Gracias de antemano ;)
mr. doob, keep it up. you're three library is awesome and so are all of your other projects!
felkerm at gmail dot com
felkerm at gmail dot com
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