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View Code? Open in Web Editor NEWThe Pure Javascript 3D Engine
Home Page: http://www.curve3d.com/
The Pure Javascript 3D Engine
Home Page: http://www.curve3d.com/
support for this will go a long way in making indoor walkthroughs possible. For example a tiled wall
texture can be overlaid with a low-res lightmap texture for the room.
UVs can be handled in two possible ways.
check out the google doc I emailed to you
This should definitely be the second file format a3d supports. It's compact (smaller than obj
because it's binary), is industry-standard, and supports all the things that obj does not:
Here's a great place to start with JS:
http://nagoon97.wordpress.com/2008/04/06/reading-binary-files-using-ajax/
Try both dx transforms and flash backends
http://blogs.answersingenesis.org/adamia/demos/flyingSaucer/index2.html
any uv's outside the standard box (greater than 1.0 or less than 0). Image should be tiled when this
is the case.
http://blogs.answersingenesis.org/adamia/demo.html
on this demo perspective appears to just make the sphere narrower rather than give it true
perspective.
Automate it somehow
Allow for either an animated gif or single image with multiple frames spread across it.
This should definitely be the second file format a3d supports. It's compact (smaller than obj
because it's binary), is industry-standard, and supports all the things that obj does not:
Here's a great place to start with JS:
http://nagoon97.wordpress.com/2008/04/06/reading-binary-files-using-ajax/
Not sure if this is a bug or just a limitation of the z-sorting algorithm
currently in use. From certain angles, in the robot-dragon demo, the z-
sorting is incorrect in the canvas renderer. I haven't tried the css3 renderer
yet.
Just as a fall-back for browsers that are too slow.
http://blogs.answersingenesis.org/adamia/demos/flyingSaucer/index2.html
If you notice when a new sphere is dropped the shadows of the last one dropped shifts slightly.
Also, as more spheres are dropped the shadow appears more to the left each time (at least for the
first few).
Automate it somehow
support for this will go a long way in making indoor walkthroughs possible. For example a tiled wall
texture can be overlaid with a low-res lightmap texture for the room.
UVs can be handled in two possible ways.
Not sure if this is a bug or just a limitation of the z-sorting algorithm
currently in use. From certain angles, in the robot-dragon demo, the z-
sorting is incorrect in the canvas renderer. I haven't tried the css3 renderer
yet.
Two things could make this way more appealing than flash.
$a3d('mesh.grass[height>5]').scale(0.33);
http://blogs.answersingenesis.org/adamia/demos/flyingSaucer/index2.html
any uv's outside the standard box (greater than 1.0 or less than 0). Image should be tiled when this
is the case.
and document it better
Allow for either an animated gif or single image with multiple frames spread across it.
Two things could make this way more appealing than flash.
This is more obvious on the robot-dragon demo, but it may be the same
thing I've noticed before. If you rotate the model slowly you can see that the
triangles (or the uv coordinates, not sure which) shift in an inconsistent way. If
they all shifted together that wouldn't be a problem, but they're shifting in
different directions so it almost looks like he's "shapeshifting." I think it is the
triangles that are shifting, not their coordinates, because you can see the shift
in the profile of the body, and the edge of the triangle actually moves.
check out the google doc I emailed to you
Not sure who is the best person for this job
This is more obvious on the robot-dragon demo, but it may be the same
thing I've noticed before. If you rotate the model slowly you can see that the
triangles (or the uv coordinates, not sure which) shift in an inconsistent way. If
they all shifted together that wouldn't be a problem, but they're shifting in
different directions so it almost looks like he's "shapeshifting." I think it is the
triangles that are shifting, not their coordinates, because you can see the shift
in the profile of the body, and the edge of the triangle actually moves.
Allow for either an animated gif or single image with multiple frames spread across it.
http://blogs.answersingenesis.org/adamia/demo.html
on this demo perspective appears to just make the sphere narrower rather than give it true
perspective.
check out the google doc I emailed to you
This should definitely be the second file format a3d supports. It's compact (smaller than obj
because it's binary), is industry-standard, and supports all the things that obj does not:
Here's a great place to start with JS:
http://nagoon97.wordpress.com/2008/04/06/reading-binary-files-using-ajax/
$a3d('mesh.grass[height>5]').scale(0.33);
Not sure who is the best person for this job
and document it better
http://blogs.answersingenesis.org/adamia/demos/flyingSaucer/index2.html
If you notice when a new sphere is dropped the shadows of the last one dropped shifts slightly.
Also, as more spheres are dropped the shadow appears more to the left each time (at least for the
first few).
Two things could make this way more appealing than flash.
Try both dx transforms and flash backends
Not sure who is the best person for this job
http://blogs.answersingenesis.org/adamia/demos/flyingSaucer/index2.html
If you notice when a new sphere is dropped the shadows of the last one dropped shifts slightly.
Also, as more spheres are dropped the shadow appears more to the left each time (at least for the
first few).
http://blogs.answersingenesis.org/adamia/demo.html
on this demo perspective appears to just make the sphere narrower rather than give it true
perspective.
http://blogs.answersingenesis.org/adamia/demos/flyingSaucer/index2.html
any uv's outside the standard box (greater than 1.0 or less than 0). Image should be tiled when this
is the case.
support for quads that always face the camera.
option to scale with perspective or not
Just as a fall-back for browsers that are too slow.
Try both dx transforms and flash backends
$a3d('mesh.grass[height>5]').scale(0.33);
support for quads that always face the camera.
option to scale with perspective or not
Automate it somehow
Just as a fall-back for browsers that are too slow.
support for this will go a long way in making indoor walkthroughs possible. For example a tiled wall
texture can be overlaid with a low-res lightmap texture for the room.
UVs can be handled in two possible ways.
and document it better
support for quads that always face the camera.
option to scale with perspective or not
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