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pheelicks
searching PlanetScale…
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14 ms
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91.
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Revos – Transform your bike into an ebike
(kickstarter.com)
1 points
by
pheelicks
8y ago
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0 comments
92.
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by
pheelicks
9y ago
It is a great shame to see them go, was always impressed with the quality of their products and ecosystem built around it. If there are any Mapzeners here looking for something new, please consider taking a look at www.procedural.eu - we al
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Tiny Stories
(tinystori.es)
1 points
by
pheelicks
10y ago
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1 comments
94.
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by
pheelicks
10y ago
The layout is broken when viewed on mobile (iPhone 6). While this might seem like a minor nitpick, first impressions count.
95.
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by
pheelicks
11y ago
You're not the first person to point this out. Will get onto fixing it.
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pheelicks
11y ago
Thanks! There are US resorts, eg http://www.piste.io/northstar . If you type in USA into the search field they'll show up On iOS, this was due to needing an 9.0 API, we hope to expand it as soon as we can.
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Show HN: Piste.io
(piste.io)
16 points
by
pheelicks
11y ago
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5 comments
98.
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by
pheelicks
11y ago
Hi HN, we launched the web version, http://www.piste.io , of Piste last year ( https://news.ycombinator.com/item?id=8699339 ) and have since come a long way. Would love to hear your feedback.
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Show HN: Piste 3D ski maps (hybrid iOS Swift and JS/WebGL app)
(itunes.apple.com)
1 points
by
pheelicks
11y ago
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1 comments
100.
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by
pheelicks
12y ago
Thanks for the feedback. Lots of good points. The loading time is due to it having to load the elevation data, although it will be cached on subsequent visits, and it is further slowed down by client side processing, which is currently done
101.
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by
pheelicks
12y ago
When going down a piste, the side to side motion is to simulate the skiing motion. I agree it could be improved, as it isn't mathematically correct, although not having felt like you were riding on rails.
102.
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by
pheelicks
12y ago
Glad you like it. The code itself is optimized, I just have a background worker thread finding primes to get the fans spinning.
103.
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by
pheelicks
12y ago
Sorry to hear it isn't working. You can help out by sending the output of the browser console and the stats from http://webglreport.com/ to hello@piste.io
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by
pheelicks
12y ago
Yes in Safari I've sometime found that even though I'm using requestAnimationFrame, if the WebGL stuff gets too heavy, mouse events stop working on the page itself. Definitely not against adding non-resort locations, if there'
105.
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by
pheelicks
12y ago
Technically it should work on mobile, as long as they support WebGL, which for example iOS8 devices mostly do. That said, the current version, was built with desktop in mind. As such, the experience will likely not be great on mobile, and t
106.
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by
pheelicks
12y ago
If there is a specific resort you'd like, tweet us on @pisteio, see http://www.piste.io/request.html
107.
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by
pheelicks
12y ago
Which browser were you using? Was it Safari by any chance? Thanks for the feedback on the camera movement, there is some smoothing, but it is on a much smaller scale. I originally did have a helicopter steady-cam style camera for the panora
108.
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Show HN: Piste.io
(piste.io)
164 points
by
pheelicks
12y ago
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66 comments
109.
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Immersive presentations with HTML and WebGL
(pheelicks.com)
4 points
by
pheelicks
12y ago
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0 comments
110.
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by
pheelicks
12y ago
Very nice. Especially good job on making a nice page detailing how everything works. You might be interested in a similar boilerplate that I put together, which using Require.js to structure the application: https://github.com&#x
111.
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by
pheelicks
12y ago
Looks nice. I had the problem of modularizing GLSL code myself and ended up writing a Require.js plugin which supported #include statements. Take a look at the shaders in here if interested: https://github.com/felixpalmer&#x
112.
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by
pheelicks
12y ago
Yes, I know - my blog is ruining my morning. Quick fix is to remove the trailing slash, i.e. go to http://www.pheelicks.com/2014/03/rendering-large-terrains instead. If anyone using WordPress + W3TC has hit this I
113.
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by
pheelicks
12y ago
Nice demo. I made a terrain rendering engine/demo in WebGL a few months back, that used Perlin noise: http://felixpalmer.github.io/lod-terrain/ If anyone wants to play around with Hunter's algorithm in WebGL,
114.
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by
pheelicks
13y ago
Imagine instead that each ring is joined by a set of springs, which can be compressed down to zero and extended to the difference in the grid snapping between the 2 rings. As the rings snap to different grids the springs extend and contract
115.
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by
pheelicks
13y ago
The grid snap happens after the movement. You are correct that the higher level grid may not move. To fix this, the higher resolution tiles (1x1 in your example) are morphed near their edges so that gaps do not appear. I cover this in the b
116.
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by
pheelicks
13y ago
Ah, projects in the R&D lab. I can sympathize with projects being "put on the shelf" RE 3D world, I'm already working on something similar. Shoot me an email (see HN profile)?
117.
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pheelicks
13y ago
I was keen on keeping as much of the complexity on the GPU, so I wanted to avoid having to update the geometry. Not to say I'm against exploring different approaches. Did your "Google Earth"-alike, ever see the light of day?
118.
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by
pheelicks
13y ago
There's a specular light positioned above the terrain, which adds the sparkle (light3 in https://github.com/felixpalmer/lod-terrain/blob/master/js/sh... ). If you want to play around with changi
119.
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by
pheelicks
13y ago
Glad you like it! I'm planning on doing a follow-up, where I look at doing more detailed things with the fragment shader, to give the terrain a different look. E.g. using some textures for the ground, like grass, rock, snow etc
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Rendering large terrains
(pheelicks.com)
175 points
by
pheelicks
13y ago
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52 comments
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