Joe Pea
8.1K posts

Joe Pea
@trusktr
🦋 https://t.co/RrCCu7FgtZ 3D HTML Elements ✨ https://t.co/b9LPL5Dmd6 @solid_js contributor ⚒️ @SpaceX, @NASA, @VelodyneLidar, @AKQA, @IMVU, @sffed
L.A., CA, USA, Earth, Sun เข้าร่วม Aralık 2008
1.5K กำลังติดตาม1.4K ผู้ติดตาม
ทวีตที่ปักหมุด

Can't wait to migrate my open source code from GitHub to the Atmosphere.
tangled.org is a decentralized code sharing system built on the At Protocol (the decentralized protocol Bluesky created).
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html-in-canvas is an work-in-progress new web spec that officially allows rendering HTML into a canvas.
No more hacks, not more CORS issues. An official API!
It'll be similar to using a `<video>` as a WebGL or WebGPU texture, for example, except that the video is live HTML/DOM.
Robin@solarise_webdev
HTML-in-Canvas will open a door for innovation on the web Create UIs and user experiences that are more engaging and sensible than ever before Very straightforward and accessible Extremely normal interfaces! html-in-canvas-stuff.solarise.dev/cloth-form.html Experimental - Requires activation of the chrome://flags/#canvas-draw-element flag in Chrome
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@silasdenyer @webgl_webgpu It definitely serves for inspiration! I think it was just too complex for a browser to adopt all at once at that time. Maybe we're getting closer!
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@webgl_webgpu If only we'd kept going with 1990s VRML from Silicon Graphics (the same folk who invented GL)...:)
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🧊 Technical Showcase: What if 3D on the web was just HTML you could write by hand and inspect in devtools?
Lume gives you custom elements like and that render GPU-accelerated 3D with lighting, shadows, and glTF support. No canvas boilerplate, no framework lock-in. Built by Joe Pea (@trusktr) using Three.js and Solid.js reactivity.
🔗 webgpu.com/showcase/lume-…
#WebGL #ThreeJS #WebComponents #CreativeCoding #3DWeb
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@webgl_webgpu @techfusionjb HTML elements take longer to instantiate than a function scope, so startup cost might be slightly higher, but continual runtime with Solid's templating system will be fast. Plain Three.js can be accessed underneath Lume, for cases Lume doesn't cover, or occasional optimization.
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@webgl_webgpu @techfusionjb Yes indeed about the reactivity system. For comparison, a framework like react-three-fiber will have slower updates via React's JSX props, even though it isn't Custom Elements.
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@webgl_webgpu @ProjectEnter That's cool, I didn't know about MML. Custom Elements and HTML are indeed a great way to define interoperable cross-engine and cross-framework components with single interface. We might end up borrowing ideas from each other! 😏
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@ProjectEnter That's a good point. I think @trusktr had some ideas in taking this multi-modal with a common component language.
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@babylonjs This is awesome. Is there anything similar to Threejs TSL yet, for creating the node graphs via imperative-like code?
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Coming with Babylon.js 9.0 is version 1 of Frame Graph! This new system gives you full control over the render loop of the Babylon engine!
doc.babylonjs.com/features/featu…
#Babylon9Release #3D #WebDev #gamedev #indiedev #WebDevelopment #webgl #gamedevelopment #IndieDevs

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Next on the optimization front: geometry. In particular, I need LOD on the terrain.
But for now let's just enjoy some night lights.
#gamedev #indiegames #rts
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@ryanflorence @matthewcp @efortis Components are composable, meaning a route tree is easy to express, or refactor. The route component tree defines the routing hierarchy (when a hierarchy is fine, of course).
Basically makes nested routing easy to organize.
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