Y
HN Search
Hacker News Search
new
|
comments
|
top
|
jobs
mattdesl
searching PlanetScale…
1.
▲
2.
▲
3.
▲
4.
▲
5.
▲
6.
▲
52 ms
·
601.
▲
by
mattdesl
11y ago
I feel a bit like this sometimes. It is one of the reasons I embrace small JavaScript modules on npm. You can write a 100-line module with a narrow scope. It can quickly (even on first release) reach a stable and frozen API, and it will pro
602.
▲
Show HN: My Codevember Demos
(mattdesl.github.io)
1 points
by
mattdesl
11y ago
|
0 comments
603.
▲
The code for this demo visualizes itself
(mattdesl.github.io)
31 points
by
mattdesl
11y ago
|
0 comments
604.
▲
by
mattdesl
11y ago
This is generally the approach of the WebGL components (stackgl et al). Can't speak to the library as a whole, though.
605.
▲
Rendering SVG Paths in WebGL
(css-tricks.com)
1 points
by
mattdesl
11y ago
|
0 comments
606.
▲
Show HN: Some JavaScript Sketches
(mattdesl.svbtle.com)
1 points
by
mattdesl
11y ago
|
0 comments
607.
▲
by
mattdesl
11y ago
Ah, I was referring to WebGL specifically. From what I've seen, you lose AA with stencil polygon approach. https://github.com/pixijs/pixi.js/issues/1011
608.
▲
by
mattdesl
11y ago
Nice demo! And thanks for the code reference. :) It seems very tightly coupled to Lux; it would have to be re-implemented for ThreeJS, StackGL, MathBox, Pixi, etc. Gamma and glslify are great ways of modularizing GLSL. I don't feel tha
609.
▲
by
mattdesl
11y ago
> I would not use this technique for anything but aestetics. I agree Loop-Blinn produces better results, and I would like to see it implemented in WebGL, but it adds a great deal of complexity and tightly couples the code with the render
610.
▲
by
mattdesl
11y ago
I haven't benchmarked but I suspect the stencil buffer would be better. But the time is so small that for static meshes (as in this demo) it is negligible. Unfortunately you lose MSAA with the stencil buffer approach.
611.
▲
Show HN: SVG Triangulation for WebGL
(mattdesl.github.io)
94 points
by
mattdesl
11y ago
|
11 comments
612.
▲
Visualizing Audio Waveforms with Polar Coordinates
(mattdesl.github.io)
2 points
by
mattdesl
11y ago
|
0 comments
613.
▲
Visualizing Audio Waveforms with Polar Coordinates
(mattdesl.github.io)
1 points
by
mattdesl
11y ago
|
0 comments
614.
▲
Guide to JavaScript Promises for Front End Devs
(github.com)
2 points
by
mattdesl
11y ago
|
0 comments
615.
▲
by
mattdesl
11y ago
Nice commands. Also 'sips' for batch resizing images. If you aren't on OSX you can try the following for a simple 'say' alternative. It has some great robotic/singing voices, too. https://github.com&
616.
▲
Intro to Promises in JavaScript
(github.com)
4 points
by
mattdesl
11y ago
|
0 comments
617.
▲
by
mattdesl
11y ago
If you are OK with (a) processing font atlases offline and (b) simple languages (no complex text layout) then SDF fonts is a really great solution. It's fast, memory efficient, easy to anti-alias, and real-time effects (shadows, edge f
618.
▲
by
mattdesl
11y ago
I have been working a lot with WebGL text in the past several months. Our current solution uses SDF with standard derivatives (crisp anti-aliasing regardless of zoom level) and supports kerning (depending on the font), batched glyphs, and w
619.
▲
by
mattdesl
11y ago
For certain applications, it makes sense to solve it outside of OpenGL. For other applications [1][2], it makes more sense to utilize the GPU directly. [1] - http://mattdesl.github.io/npm-names/ [2] - http://
620.
▲
Visualizing the 4,000 most depended on npm modules
(mattdesl.github.io)
1 points
by
mattdesl
11y ago
|
0 comments
621.
▲
by
mattdesl
11y ago
ThreeJS is a library on top of WebGL. It's an implementation detail -- whether it uses ThreeJS, stackgl, or your home-brew library, it still uses WebGL as its primary technology.
622.
▲
Show HN: Hihat – local Node/Browser development tool
(github.com)
1 points
by
mattdesl
11y ago
|
0 comments
623.
▲
by
mattdesl
11y ago
Text is actually pretty tricky in WebGL. Lots of ways to do it, all very dependent on your application. I think it would be better to keep it out of the library but allow plugins/etc to compose easily with the rest of two.js. Maybe the
624.
▲
List of Graphics Resources, Blogs, Publications
(github.com)
1 points
by
mattdesl
11y ago
|
1 comments
625.
▲
by
mattdesl
11y ago
There is a sense of pressure to merge PRs, though. When you have a lot of open PRs it starts to discourage further contributions. And if you reject a lot of PRs, or if you are too strict about it (i.e. nit-picking their PRs) it can also cre
626.
▲
Bulk Download Linked Content in GitHub Readmes
(github.com)
1 points
by
mattdesl
11y ago
|
0 comments
627.
▲
by
mattdesl
11y ago
> A finished project is a dead project. If it isn't improving, it's dying. This might be true for large and broadly scoped projects, but for small Unix-style modules/tools it isn't always the case. To use real-world e
628.
▲
by
mattdesl
11y ago
Another major WTF - the OP's link is auto-playing audio about a solar powered flight from Japan. It is not clear which widget the audio is even coming from.
629.
▲
by
mattdesl
11y ago
I'm working on improving this part; feel free to add more discussion here: https://github.com/Jam3/math-as-code/issues/17
630.
▲
by
mattdesl
11y ago
I'm working on improving that section; would be great if you could chime in here: https://github.com/Jam3/math-as-code/issues/17
More ›