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I'm working on a procedural design & animation tool for WebGL ( https://polygonjs.com https://polygonjs.com ), and I've recently added some early CAD modeling c
by frading 4y ago
I'm working on a procedural design & animation tool for WebGL ( https://polygonjs.com https://polygonjs.com ), and I've recently added some early CAD modeling capabilities ( https://www.youtube.com/watch?v=6AoL2xRLiOs&t=1s https://www.youtube.com/watch?v=6AoL2xRLiOs&t=1s ). One of my next steps is now to add natural language to setup those nodes.
So it won't be just for CAD, but more general 3D (material creation, physics, particles, etc). And it is very early in my research, so I'm still unsure how far things can go, or how usable could a scene created by this technique be. But it would at the very least help discover features, and try ideas even faster.
- MH15 4y agoWow that's really cool! Any performance challenges?
- frading 4y agoThank you! And yes, 3D apps are already full of performance challenges, it's even more so when made in javascript. I probably spend 30% of my time doing optimizations (while trying to avoid premature optimizations!). The biggest win really is to avoid allocating memory when the scene plays. So as you set up your scene, I have all sorts of tricks to pre-evaluate what the scene will need, and allocate that once only. That's probably what made the biggest difference to keep a smooth FPS. But that's only on the javascript side, there is more pitfalls when generating shaders. And for the CAD part, it's powered by opencascade/wasm, so that's reasonably fast for now. But I'm sure this will get battle tested soon, with larger models and nodes setups.