pipes
three-mesh-bvh
pipes | three-mesh-bvh | |
---|---|---|
3 | 5 | |
339 | 2,289 | |
- | - | |
10.0 | 9.5 | |
almost 2 years ago | 14 days ago | |
JavaScript | JavaScript | |
MIT License | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
pipes
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Textual Paint – MS Paint in your terminal
This is by the same person who made jspaint. https://github.com/1j01/jspaint Some of the other projects by the author are also very interesting https://github.com/1j01?tab=repositories&q=&type=&language=&...
There is this pipes screen saver for example https://1j01.github.io/pipes/
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the growing pipe screen saver
Someone recreated the pipes screensaver here.
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For those enforcing a corporate screensaver, suggestions on which one to use?
I have a special place in my nostalgic heart for those two. But also what if... pipes was 3D
three-mesh-bvh
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Procedural CAD Modelling tools for WebGL
the default one ( with the sop/boolean node ) uses https://github.com/gkjohnson/three-mesh-bvh, which is very stable already.
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Checking a mesh is inside another mesh
Have you tried using https://github.com/gkjohnson/three-mesh-bvh ? That may give you some easier collision detection tools.
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Super Soldier Battle Game - Three.js - AWS Serverless
The game is currently unplayable for me (10fps) and I can run Witcher 3, so I definitely should be able to run this. You need to do some heavy optimizations. Looking at the console, while there is a high amount of time spent on rendering, over half the frame is spent on raycasting. You have to either reduce the amount of raycasters in your game, reduce the number of objects raycast against, divide meshes into smaller chunks (default raycast loops through entire geometry, so highpoly large meshes are really bad for you) and/or use BVH to speed up raycasting https://github.com/gkjohnson/three-mesh-bvh
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FPS-style controls with a large GLB model loaded
There is a different raycast method, not too hard to implement and that probably will run a lot better https://github.com/gkjohnson/three-mesh-bvh
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Raycaster is lagging/superslow on mouse move event
or trying https://github.com/gkjohnson/three-mesh-bvh
What are some alternatives?
zero - A 3D renderer written in JavaScript and rendered to the terminal.
drei - 🥉 useful helpers for react-three-fiber
textual-paint - :art: MS Paint in your terminal.
THREE.js-PathTracing-Renderer - Real-time PathTracing with global illumination and progressive rendering, all on top of the Three.js WebGL framework. Click here for Live Demo: https://erichlof.github.io/THREE.js-PathTracing-Renderer/Geometry_Showcase.html
Aerial - Apple TV screen saver for Windows
3DTilesRendererJS - Renderer for 3D Tiles in Javascript using three.js
encounter - Remaking the classic C64 game in WebGL.
three-typescript-webpack-starter - A starter project for using Three.js, TypeScript, SCSS and Webpack.
starryn - Recreation of old Starry Night screensaver from After Dark
three.js - JavaScript 3D Library.
jspaint - 🎨 Classic MS Paint, REVIVED + ✨Extras
THREE-CSGMesh - Conversion of a CSG library for use with modern THREE.js