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NunuStudio: a browser-based IDE for 3D and VR applications
- bhouston 10y agoHow does this differ from the threejs editor?
- philip142au 10y agoDoes it support PBM? Physically Based Materials?
- bhouston 10y agoYes because three.js does. (I helped implement that in three.js)
- foobarbecue 10y ago"runs direcly on the browser without the need for additional plugins using WebGL and WebVR." WebGL isn't a plugin, is it!?
- akovaski 10y agoI believe they meant "runs directly on the browser without the need for additional plugins by using WebGL and WebVR".
- tapirl 10y agoWhat are the plugins using WebGL and WebVR? I never heard of such plugins.
- JohnTHaller 10y agoIt means it doesn't need plugins because it's using WebGL and WebVR, which are baked into the browser.
- foobarbecue 10y agoAh, got it. Human languages are so ambiguous. "One morning I shot an elephant in my pyjamas. How he got in there I do not know"
- mintplant 10y agoNo, it's built into web browsers. Same with WebVR.
- dleslie 10y agoAh, Javascript-based VR. That's easily five years away from being a pleasant experience with anything but the most modest of scenes. And by then we'll be using WebAssembly. It's all well and good, in a sense, so long as your main loop does little more than queue some buffers, shaders and materials before handing over the work to the GPU; but as soon as things become dynamic JS really starts to show its limitations. To wit, I checked out the cannon.js demos and giggled as their examples screamed along at a sweat-inducing 3 fps, showing little more than a small stack of low-resolution spheres failing to tumble to the ground. The machine I'm using isn't a beast by any stretch of the imagination, but this is ludicrously poor performance even for it.
- vomitcuddle 10y agoDefinitely not a beast by any stretch of the imagination, as I got smooth 60fps in all the examples with an i7 4790k and GTX 970 on Windows (Chrome).
- pjmlp 10y agoWebGL is cool for prototyping shaders without spending time on Android Java/C++ builds. But I am yet to see web pages that are as fluid as the games I have on my devices.
- avaer 10y agoThe problem isn't JavaScript, it's singlethreading. If your main loop does little more than queue the drawcalls you're doing it wrong. Web workers work. And ideally your physics engine doesn't live in the browser context, for the same reason you don't draw geometry on your CPU. It's a specialized computation suited for a specialized environment. It's easy enough to run actual native Bullet Gpu-accelerated outside the browser and bus diffs to your renderer. 90FPS in Javascript-based VR is happening today. I'm doing it. I'm nonetheless excited for the optimizations we'll make in the next 5 years, though it has less to do with wasm and more to do with cutting out the fat on the path to the GPU, both at the scene graph and webgl layers.
- HNLogInShit 10y agoWhy would we want a browser-based IDE?
- marknadal 10y agoDon't listen to the HN haters, this is incredible and really exciting! Thanks for contributing such a great project and making it Open Source - that takes a lot of bravery and courage. Keep it up, very impressed!
- markatkinson 10y agoYea, so I don't know much about web development but I spend quite a lot of time in the Unreal Engine, and to see something like this in a web browser was really impressive! Although it wasn't immediately obvious as to how to add scripts and create actors etc.
- yousry 10y agoSome hints: The Field of View in the demo is bad.(You can query the screen parameters and estimate the viewers distance). Also your normalmap calculations could be improved.
- diamondo25 10y agoI think this would be cool to use for prototyping some ideas in VR.
- TeMPOraL 10y ago"Nunu" is what - at least in Poland - you say to toddlers when you mean "don't do that". A very adequate name.
- HNLogInShit 10y agoI said: Why would we want a browser-based IDE?