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chinedufn
searching PlanetScale…
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Show HN: Rectangle-pack – a bin packer designed to conform to ~any use case
(github.com)
3 points
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chinedufn
7y ago
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0 comments
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chinedufn
8y ago
Haven't heard of it until now! I can't quite tell - but it seems like you have to hit their servers in order to run this from the command line and the code isn't fully open source? Regardless - thanks a lot for sharing!
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Rendering PSD Files with Rust and WebAssembly
(chinedufn.github.io)
3 points
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chinedufn
8y ago
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3 comments
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chinedufn
8y ago
Glad you asked! There's a recent issue [1] in the wasm-bindgen repo that explains this, but essentially: - In this demo the WebGLRenderingContext was created on the Rust side (technically by calling a light JS shim), but it could'
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chinedufn
8y ago
Totally agree that there's room to look more water-y (depending on your application's needs). One thing that can be done is playing around with the numbers / uniforms in the fragment shader to change the look. For many use ca
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chinedufn
8y ago
Miiiiinor point/caveat here but jotting it down just for others that might be less familiar! Today WebGL is commonly referred to as a JS API because pretty much every WebGL app is written using JS. But, even though that MDN link quite
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chinedufn
8y ago
Ah interesting - so my thinking on this is: - I see that I poorly communicated this in the title, but I was actually shooting less for "Rust/WASM makes this better!!" and more for "Hey, this is possible with pretty much
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WebGL + Rust: Basic Water Tutorial
(chinedufn.com)
202 points
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chinedufn
8y ago
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19 comments
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chinedufn
8y ago
Check out Rust’s wasm-bindgen - https://github.com/rustwasm/wasm-bindgen if ya haven’t already. Right now it you call into JS to interact with the DOM but when the host bindings proposal sees fruit it’ll replace the JS
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chinedufn
8y ago
Yew is awesome and just knowing that something like that was possible inspired Percy. I also looked at Yew's `html!` macro when figuring out how Percy's could / should work. One difference is that Yew is powered by stdweb and
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chinedufn
8y ago
Sure! The backend is pretty much this (messy) file - https://github.com/chinedufn/percy/blob/master/examples/isom... . It 1. Pulls in your application crate 2. Initializes your app (more or less set
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chinedufn
8y ago
As in an example app? If you don't need server side rendering you can have one Rust file but you also need a JS file to initialize the WebAssembly module. So just one file isn't reasonably possible. For a server side rendered app
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chinedufn
8y ago
Sorry for the confusion I tried to write a title that would fit and guess I missed the mark! What I really mean is a virtual dom implementation that - On the frontend can diff/patch a real DOM node - On the backend can render into an H
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Show HN: Percy – A Rust and WebAssembly isomorphic virtual DOM implementation
(github.com)
234 points
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chinedufn
8y ago
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50 comments
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Unit Testing Blender Scripts with Node.js
(chinedufn.com)
1 points
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chinedufn
9y ago
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0 comments
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Blender to WebGL Hot Model Reloading
(chinedufn.com)
1 points
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chinedufn
9y ago
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0 comments
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Shadow Mapping with WebGL
(chinedufn.com)
1 points
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chinedufn
9y ago
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0 comments
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WebGL particle effects demo / tutorial
(chinedufn.com)
2 points
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chinedufn
9y ago
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0 comments
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WebGL Tutorial: Particle effects via billboarding a texture atlas
(chinedufn.com)
3 points
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chinedufn
9y ago
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0 comments
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Multitexturing a WebGL terrain using a live reloading blendmap
(chinedufn.com)
2 points
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chinedufn
9y ago
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0 comments
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chinedufn
9y ago
Yup should work just fine as mobile. In fact - here's an example that you can view on your mobile device - https://chinedufn.github.io/skeletal-animation-system/
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Dual Quaternion Vertex Shader explained line by line
(chinedufn.com)
14 points
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chinedufn
9y ago
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3 comments
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Wielding 3D items in WebGL (Tutorial)
(chinedufn.com)
1 points
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chinedufn
9y ago
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0 comments
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WebGL Skeletal Animation Tutorial: Attaching Objects to Bones
(chinedufn.com)
3 points
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chinedufn
9y ago
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0 comments
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Generating CSS keyframe animations in JavaScript
(chinedufn.com)
2 points
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chinedufn
9y ago
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0 comments
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WebGL Tutorial: Unit Testing Your WebGL Components
(chinedufn.com)
3 points
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chinedufn
9y ago
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0 comments
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WebGL Tutorial: Rendering skeletal animations via small modules
(chinedufn.com)
2 points
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chinedufn
9y ago
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0 comments
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WebGL Skeletal Animation using small modules [tutorial]
(chinedufn.com)
1 points
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chinedufn
9y ago
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0 comments
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chinedufn
10y ago
So the process roughly boiled down to: 1. Figure out what I wanted the input and output to be for the API. Write that down. 2. Write and implement tests against that desired input and output. So at this point the `skeletal-animation-system`
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chinedufn
10y ago
Plan to :) . Feel super free to shoot me an email and I'll let you know when I write one
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