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Three.js: JavaScript 3D engine for canvas, svg, and WebGL
- niyazpk 16y agoThe demos are really mind-blowing. Stuff that I never expected to come so fast to the browser are becoming a reality. This is really exciting stuff for me. I will definitely use some of these libraries (linked to from the page) in a few upcoming canvas based projects.
- nkassis 16y agohttp://www.learningwebgl.com http://www.learningwebgl.com is an incredible site for learning about webgl. Here is a list of WebGL frameworks listed on their wiki: http://learningwebgl.com/cookbook/index.php/Main_Page http://learningwebgl.com/cookbook/index.php/Main_Page (scroll to the bottom) I'm personally using O3D right now. I've heard good things about the others such as GLGE
- exit 16y agohow are you going about learning o3d? it seems like the documentation effort stopped when they switched to webgl.
- nkassis 16y agoWell, the docs are a little out of date but most of it works as it did before. I had about 3 lines to change when I started using the webgl version. (details of what needs change is available here: http://code.google.com/p/o3d/wiki/GettingStarted http://code.google.com/p/o3d/wiki/GettingStarted) Some parts are not yet implemented but I've managed to get work done without using any of them. The core devs are often on the mailinglist: http://groups.google.com/group/o3d-discuss http://groups.google.com/group/o3d-discuss The repos are active, last update was last week. I just use whatever they have in SVN right now, the packages on their webstite is very outdated.
- skar 16y agoI'm getting 60 fps approximately for the spinning cube with chrome 6 on Ubuntu Lucid and my laptop has a core i3 with built in arrandale based GPU, not an nvidia or ati one. Not long ago, on an older laptop, I was getting the same fps for native Linux apps. Seems browsers are acquiring native capabilities, but at a faster rate :)
- s3graham 16y agoThe 'Example's section aren't using your GPU, they're all using CanvasRenderer it seems.
- ashleyw 16y agoIt seems to be capped at 60FPS. But it's the simplest demo, my results for the others are nowhere near 60FPS, most aren't even usable unfortunately.
- nkassis 16y agoI get 1FPS on the terrain generation one. Still cool :)
- mrdoob2 16y agoI suspect you're using MacOS? Chrome/Safari on MacOS perform horribly slow on some of these demos. CoreGraphics seem to be the culprit.
- nkassis 16y agoFor some reason I'm getting horrible crashes on my app (has worked great for months. Still works great on Linux and Windows) since chrome switched to gpu rendering for everything. I haven't found the issue yet but it's really odd.
- bd 16y agoDid you already try to update GPU driver? I had really bad crashes (high pitch noise, bright white flash, driver killed) on Firefox 4 and Chrome 7 when they started to use HW acceleration and problems went away after the update. Though this was on Windows 7, no idea about OSX.
- rbreve 16y agomrdoob is a genius
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- marcusbooster 16y agoFF3 does not attempt to support the ES5 standard, FF4 does* - maybe you can try that one. * http://kangax.github.com/es5-compat-table/ http://kangax.github.com/es5-compat-table/
- mrdoob2 16y agoI think you're talking about http://thewildernessdowntown.com/ http://thewildernessdowntown.com/ - which is offtopic.
- deleted 16y ago[deleted]
- mrdoob2 16y agoYou win the internets.
- kylemathews 16y agoWhat's really crazy is how well these demos work on my Android phone.
- nickpinkston 16y agoYea - there's a great project using this for parametric 3D design in the browser: http://CloudScad.com http://CloudScad.com. Has the ability to produce 3D printable files too.
- snissn 16y agocan i make 3-d surface plots with this library? are there any alternatives to facilitate that?
- RobLach 16y agoExcellent Demos. The speeds these browser implementations are reaching are far better than I originally expected us to be at this point.