Comments (2)
@trusktr Sure, coming soon. Currently we're hardly working on whs.js v3 release!
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@trusktr , a bit of a late response, but to complement Alex's answer:
- Component based system, it makes reusability of elements far more concise. It promotes re-usability, think React.js model with its component based approach to state management.
- Module based system, it is extensible, and built-in modules provides, like for component, a concise approach to apply functions to components. the TextureModule is a great example of this.
- Utility component and modules. See how to create a Model object using built-in support import types, vs vanilla three.js. Utility features in
whs
makes certain common operations much simpler to implement, while still exposing all the internals of the native three objects. Focus on your application, and creativity rather than tying boilerplate code.
The core benefit really is, a framework for creating component based webGL applications. Keeping your code neat, your logic re-usable.
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Related Issues (20)
- should we remove the object from this.children ? HOT 7
- MeshComponent parameter types should extend Component parameter types
- Examples Documentation points to wrong url for WHS.js, causing 404 HOT 1
- [ts] Property 'DefineModule' does not exist HOT 1
- WHS.ResizeModule does not play nicely with WHS.PostProcessorModule HOT 4
- Examples don't Work on Firefox HOT 2
- Dead? HOT 9
- Any way to import a GLTF? HOT 9
- Jpg Textures look solid color HOT 1
- v3.x.x HOT 9
- Network Module Extension HOT 5
- Setup @whs/w-examples
- Setup @whs/w-core
- is this project die? strong to update three.js latest HOT 1
- Examples are broken HOT 5
- Is this still under active development? HOT 7
- Travis build broke HOT 1
- fix whs.io domain HOT 2
- WHS et VUEJS / ELECTRON HOT 1
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