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Similar to my experience coming from JS into WebGL. I always use a framework (currently Vite + React + TS). It helps keep code organized as your project grows (
by tppiotrowski 2y ago
Similar to my experience coming from JS into WebGL. I always use a framework (currently Vite + React + TS). It helps keep code organized as your project grows (and it will). I don't think there's any overhead as the GPU processing is independent and React does all its magic on the CPU as far as I'm aware. Typescript errors sometimes come from VSCode and sometimes from the node scripts and I can never seem to get my VSCode TS settings the same as my cli settings so errors will appear in the IDE that my build tools ignore or the build tools will error when the IDE says everything is fine but usually I just use some ignore flag because at the end of the day it's just tangential to what I'm trying to do
- SuboptimalEng 2y agoI need to do what you did and sit down and make a perfect Vite + React + TS boilerplate that I can use for all my web graphics experiments. Also, your project, Shademap, is really cool btw! I remember seeing it just around the time I was getting into Three.js and graphics programming - well before the time I fully understood what a shader was.