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Any plans for Oculus support? I'm building a code analysis framework with a visualization tool and if MathBox were to support the Rift it would be a no-brainer
by jschrf 12y ago
Any plans for Oculus support? I'm building a code analysis framework with a visualization tool and if MathBox were to support the Rift it would be a no-brainer over using raw SVG or D3.
- unconed 12y agoMathBox 2 is built on top of threestrap (don't google it, you get shoes), to enable exactly this kind of extensibility without me having to do it all myself. Just by following a few basic conventions (e.g. binding the VR headset to three.camera), it should just work. Haven't tried it yet, too much to do, but I do know these guys who have a mocap studio being repurposed for free-walking VR experiments using a wireless headset. I sat on the couch in the Unreal Engine 4 apartment two weeks ago, and picked up a mug from the coffee table (i.e. real couch/table + real mug + mocap balls attached to the mug and the headset). Magic. Would be even better with a mathbox chandelier. Now I hate 2D screens even more. So yes. https://github.com/unconed/threestrap https://github.com/unconed/threestrap http://thesawmill.ca/ http://thesawmill.ca/ http://wavesine.com/ http://wavesine.com/
- clebio 12y agoI've used Mathbox some, and am still trying to get more familiar with it. Is MathBox 2 architecturally separate, or will the original Mathbox become a subset of MB2? I'll just keep plugging away at MB (the 1st). The comparison to D3js seems apt. MathBox is -- somewhat -- a 3D version of what D3 does. But D3 takes a bring-your-own-data approach, whereas mathbox is more directly about defining the mathematical structures. Both are fairly low-level. Mathbox is more opinionated, maybe. Vega might be a more direct comparison [1]. [1]: https://github.com/trifacta/vega/wiki/Vega-and-D3 https://github.com/trifacta/vega/wiki/Vega-and-D3
- unconed 12y agoMB2 is completely separate from v1. I replaced the tQuery dependency with Threestrap, which is much less opinionated and the opposite of monolithic. The shaders are now compiled in so it runs over file://. The API works mostly the same, only now you can nest views. I could provide a best-effort v1 compatibility API if there is a demand for it, so you'd only need to replace your initialization code and e.g. call mathbox.v1() to get the old API. I don't know many people using MB1 though. With regards to D3, I actually see it as quite complementary to MathBox 2. Take away all the DOM/SVG wrangling and you are left with tons of useful components, like all the geospatial stuff, for which MathBox can be the output layer. You don't actually have to use live expressions or GLSL transforms, you can just pass in a float array or a regular array of numbers, even a nested one.
- clebio 12y agoThanks for the comments, and for the immense amount of work you've put into building this. I wouldn't care much if it didn't support MB1, just wanted to understand that relationship. As I thought about it more after posting, I imagined what you describe -- feeding in data sets (via an internal REST interface, say) and figured that would be simple enough. I'm most interested in the multi-viewport idea, which I imagine is related to nested views. Presumably it lets you define linked representations of the same structures? Linked in the sense of brushing-and-linking [1]. I'm curious to try building some linked representations of real- and phase-space diagrams. [1]: http://bl.ocks.org/mbostock/4063663 http://bl.ocks.org/mbostock/4063663
- kelmop 12y agoIs this open source? Can we see that somewhere? Any way good job, thank you.