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mlsarecmg
searching PlanetScale…
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8 ms
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31.
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by
mlsarecmg
5y ago
This is a port, the original is here: https://github.com/pmndrs/racing-game It uses cannon-es (physics).
32.
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mlsarecmg
5y ago
React-three-fiber is a renderer for Threejs but does not introduce overhead. Games and webgl is loop driven, so React solves that with a hook, useFrame, which binds components to the render-loop in a managed way. It could in theory outperfo
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Show HN: A community built open source racing game made in React
(twitter.com)
1 points
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mlsarecmg
5y ago
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0 comments
34.
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mlsarecmg
6y ago
that is not what is happening here. you can see the real difference here: https://twitter.com/0xca0a/status/1282999626782650368 it allows you to create self-contained components. that alone will eradicate so much
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mlsarecmg
6y ago
r3f does not have a performance overhead, it is literally zero. rendering is done in threejs purely, react only takes care of managing the scene. but it can, in situations where the app faces a lot of load, outperform three easily, because
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React-nil, a null renderer for node
(github.com)
1 points
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mlsarecmg
6y ago
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0 comments
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Full flexbox spec for Threejs in React
(twitter.com)
4 points
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mlsarecmg
6y ago
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0 comments
38.
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mlsarecmg
6y ago
These apps all fall flat, which is the point i'm trying to make. They're robust from a design perspective, the tools we have to build UI are good enough, but they can't compete against native. Do you think that using Svelte i
39.
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mlsarecmg
6y ago
That is my point. They are robust from a UI perspective, but none them can compete against native due to the slow nature of the dom. This is why React is building a scheduler.
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mlsarecmg
6y ago
If you have an application that renders more items than Svelte can handle (not many, we're in the web, you have 15ms max per frame, on a single thread), it will simply keel over and die. Scheduling is natural in native systems, you hav
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mlsarecmg
6y ago
Learning the language is one part, but what enables you to make an application are patterns and paradigms: inflating, mvc, mvvm, immutability, functional. These work for all languages, you learn one once, you can apply it everywhere. It jus
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mlsarecmg
6y ago
useMutableSource fixes these concerns. they all will light up green. some have it already as a draft or experimental, for instance zustand: https://github.com/react-spring/zustand/pull/160 with concurrent mod
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mlsarecmg
6y ago
this doesn't make any sense. cra is webpack, but in a way that doesn't blow up every week. you can use react without bundlers, but what is the point. you'll be sitting there, without a dev env, no hot reload, no module resolu
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Show HN: Gltfjsx, a tool that turns 3D GLTF files into React components
(twitter.com)
29 points
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mlsarecmg
7y ago
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0 comments
45.
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mlsarecmg
7y ago
Yes, but it scales with the environment and device capabilities. Watch this, it explains it in detail: https://www.youtube.com/watch?v=nLF0n9SACd4
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mlsarecmg
7y ago
You can. This is what the demo does. The scheduler takes that amount and schedules is, which is the point. Every game engine does that (for instance frustrum culling). Games face an impossible amount of data, and schedule it. This is also t
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mlsarecmg
7y ago
React has hooks. They are essentially algebraic effects. Check out some of the demos here: https://github.com/react-spring/react-three-fiber and look for "useFrame". useFrame binds a single component to the r
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mlsarecmg
7y ago
Check out this: https://codesandbox.io/embed/react-three-fiber-untitled-game... Or some of the other demos here: https://github.com/react-spring/react-three-fiber React lends extremely well to gam
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mlsarecmg
7y ago
Concurrent mode lets React render asynchroneously. It will batch updates and schedule render passes. If you give it an impossible amount of load, so many render requests that it must choke, it will start to manage these requests to establis
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Show HN: What switching on React concurrent mode means for apps
(twitter.com)
5 points
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mlsarecmg
7y ago
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1 comments
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Show HN: My First Game Written in JavaScript (React and Threejs)
(twitter.com)
2 points
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mlsarecmg
7y ago
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0 comments
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Show HN: Using THREEJS's New InstancedMesh in React
(codesandbox.io)
6 points
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mlsarecmg
7y ago
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0 comments
53.
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mlsarecmg
7y ago
Npmtrends is a pretty good source: https://www.npmtrends.com/react-vs-vue-vs-@angular/core-vs-@... Vue has carved out a huge piece of the browser market, but it appears to have reached its peak. React is hard to stop a
54.
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mlsarecmg
7y ago
Why separate something from state, just to mix the view with pseudo code and injected state again. That isn't what separation of concern meant. React separates state from the view, because both should be apart, but the view and the co
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Show HN: Declarative Threejs in React and RN, react-three-fiber 3 released
(twitter.com)
9 points
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mlsarecmg
7y ago
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1 comments
56.
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mlsarecmg
7y ago
The reconciler that makes this possible: https://github.com/react-spring/react-three-fiber/tree/3.x And the small node tool that converts GLTF blobs into reactive, declarative markup: https://githu
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Show HN: Render 3D GLTF Content as JSX in React and React-Native
(twitter.com)
1 points
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mlsarecmg
7y ago
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1 comments
58.
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mlsarecmg
7y ago
React bindings are ready for testing: https://github.com/drcmda/react-zdog :-)
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mlsarecmg
7y ago
It's more like a performance test really, each "particle" is actually a React component animating its own course, just to see how far it can go. Makes for a cool effect anyway. Full code: https://codesandbox.io
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Show HN: Particle Effects in React
(387z7o2zrq.codesandbox.io)
1 points
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mlsarecmg
7y ago
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1 comments
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