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๐ฆ Julien Sulpis
516 posts

๐ฆ Julien Sulpis
@jsulpis
๐ป Front-end engineer & speaker ๐ก I explore ways to make the web more fun and performant for everyone. #WebGL #WebGPU #JS #CSS ๐ฆ jsulpisยทdev
Lyon, France ๊ฐ์
์ผ Mayฤฑs 2017
167 ํ๋ก์692 ํ๋ก์
๐ฆ Julien Sulpis ๋ฆฌํธ์ํจ

How to develop design systems without tying your hands too much technically? That's something that @jsulpis will explore at #FutureFrontend (27-28.5, Espoo, Finland).
#julien-sulpis" target="_blank" rel="nofollow noopener">futurefrontend.com/speakers/#juliโฆ

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@SketchpunkLabs In that case I think pnpm is what you are looking for !
pnpm.io/motivation
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@SketchpunkLabs So in any case you can (and should) stick with vite, and unless you want extra performance, or need to execute ts files, I would recommend to also stick with node
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@SketchpunkLabs If you have a script ยซย devย ยป:ย ยซย vite devย ยป, you could *in theory* run it with npm run dev, or deno task dev, or bun run dev.
Deno and bun claim to be ยซย drop-inย ยป replacements for node, but in practice you might encounter issues with some packages.
โฆ
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Phew, I made an example of a multi-pass bloom effect to showcase the API for creating effect passes and update their uniforms.
You can play with it in the interactive example in the link below (without types and autocompletion unfortunately)
#buildInPublic #WebGL
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@josue_mbunga02 Itโs a vanillajs lib, you can use it anywhere ๐
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It looks like it's #PortfolioDay !
I'm a front-end engineer currently focusing on making polished UIs and animations with #WebGL.
I'm building a lightweight, reactive WebGL library for working with shaders : usegl.vercel.app (WIP, #buildInPublic)
See you ๐
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๐ฆ Julien Sulpis ๋ฆฌํธ์ํจ

Il nous a rรฉgaler avec des confรฉrences toujours excellentes, gagnant du dernier Code In The Dark, il nous paraissait normal d'inviter @jsulpis pour nous parler cette fois de couleurs.
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@KirillTregubov_ Hi, the whole thing is one fragment shader, so itโs different from threejs.
I used ray tracing to draw the sphere so I have complete control over the lighting. I hacked it a bit to smooth the transition between light and shadow.
Maybe you could reproduce it using an area light
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@jsulpis Could you share your method for lighting Earth? I tried setting something similar up in Three.js for a Saturn rendering on my own portfolio
I use a single light source and canโt get it to look like the Sunโs light (cover half the planet) which you nailed
#L115-L120" target="_blank" rel="nofollow noopener">github.com/KirillTregubovโฆ
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I used a vitepress plugin for the sandpack editor, and the code is much simpler than before
vitepress-sandbox.js-bridge.com
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The migration to VitePress is complete !
I hope you will like it as much as I do ๐
usegl.vercel.app
(yeah it's missing a preview image)
#buildInPublic #webGL
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The documentation is live !
Well, a first draft... only examples for now. I will continue to add features and break a few things before writing the documentation.
Any feedback on these first examples would be very appreciated ๐
usegl.vercel.app
#WebGL #buildInPublic
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