Spector.js VS threeify

Compare Spector.js vs threeify and see what are their differences.

Spector.js

Explore and Troubleshoot your WebGL scenes with ease. (by BabylonJS)

threeify

A Typescript 3D library loosely based on three.js (by bhouston)
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Spector.js threeify
5 2
1,245 195
1.2% -0.5%
6.4 7.9
13 days ago 5 months ago
TypeScript TypeScript
MIT License GNU General Public License v3.0 or later
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.

Spector.js

Posts with mentions or reviews of Spector.js. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-04-21.
  • Show HN: Volume rendering 3D data in Three.js and GLSL
    5 projects | news.ycombinator.com | 21 Apr 2024
    Author of the WebGL volume rendering tutorial [0] you mentioned in the readme here, great work!

    Working in WebGL/JS is nice since you can deploy it everywhere, but it can be really hard for graphics programming as you've found because there are very few tools for doing real GPU/graphics debugging for WebGL. The only one I know of is [1], and I've had limited success with it.

    WebGPU is a great next step, it provides a modern GPU API (so if you want to learn Metal, DX12, Vulkan, they're more familiar), and modern GPU functionality like storage buffers and compute shaders, not to mention lower overhead and better performance. The WebGPU inspector [2] also looks to provide a GPU profiler/debugger for web that aims to be on par with native options. I just tried it out on a small project I have and it looks really useful. Another benefit of WebGPU is that it maps more clearly to Metal/DX12/Vulkan, so you can use native tools to profile it through Chrome [3].

    I think it would be worth learning C++ and a native graphics API, you'll get access to the much more powerful graphics debugging & profiling features provided by native tools (PIX, RenderDoc, Nvidia Nsight, Xcode, etc.) and functionality beyond what even WebGPU exposes.

    Personally, I have come "full circle": I started with C++ and OpenGL, then DX12/Vulkan/Metal, then started doing more WebGL/WebGPU and JS/TS to "run everywhere", and now I'm back writing C++ but using WebGL/WebGPU and compiling to WebAssembly to still everywhere (and native for tools).

    With WebGPU, you could program in C++ (or Rust) and compile to both native (for access to debuggers and tools), and Wasm (for wide deployment on the web). This is one of the aspects of WebGPU that is most exciting to me. There's a great tutorial on developing WebGPU w/ C++ [4], and a one on using it from JS/TS [5].

    [0] https://www.willusher.io/webgl/2019/01/13/volume-rendering-w...

    [1] https://spector.babylonjs.com/

    [2] https://github.com/brendan-duncan/webgpu_inspector

    [3] https://toji.dev/webgpu-profiling/pix

    [4] https://eliemichel.github.io/LearnWebGPU/

    [5] https://webgpufundamentals.org/

  • What's your go to platform for developing with WebGPU?
    2 projects | /r/webgpu | 30 Sep 2022
  • 3D website
    2 projects | /r/webgl | 28 Sep 2022
    For debugging, spector.js helps sometimes.
  • How can we know what version of WebGL is running on our browser?
    1 project | /r/webgl | 7 Apr 2022
    If you want to know what the browser supports, webglreport.com will tell you. If you want to know what a specific page is using, https://spector.babylonjs.com/ can probably tell you. Alternatively, you can go into dev tools, select the canvas in the inspector, and run $0.getContext('webgl2') to see if it's webgl2 or not.
  • How to Inject Javascript to a Site From Chrome Extension
    1 project | /r/javascript | 12 Jul 2021
    I'm actually not sure. Here is the implementation. The extension can capture single frames of WebGL animations, I think it's something to do with getting the timing of that frame (finding its start and end).

threeify

Posts with mentions or reviews of threeify. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-07-11.
  • C++23: The Next C++ Standard
    8 projects | news.ycombinator.com | 11 Jul 2023
    As someone who has written math libraries over and over again for the last 25 years (no joke - wrote this in 1997: https://github.com/bhouston/BezierCurveDemo1997/blob/master/... and just recently wrote the Threeify math library: https://github.com/bhouston/threeify/tree/master/packages/ma...), I find that operator overloading works only for the simple cases but that for performance and clarify, function names work best.

    Function names let you clarify that it is an outside product or inside product (e.g. there are often different types of adds, multiplies, divides), and I can not stand when someone maps cross product onto ^ or dot product onto something else. Also operator overloading often doesn't make clear memory management, rather it replies on making new objects constantly, where as with function names, you can pass in a parameter that will take the result. Lastly, function names allow you to pass in how to handle various conditions, like non-invertible, NANs, etc.

    I find word based function more verbose but significant less error prone and also they are more performant. Operator overloading is only good for very simple code and even then people always push it too far so that I can not understand it.

  • Clara.io Shutting Down
    4 projects | news.ycombinator.com | 2 Dec 2022
    Fun fact, a lot of it is open source, just not where you would expect it. During the creation of Clara.io I created over 200 PRs to Three.js:

    https://github.com/mrdoob/three.js/pulls?q=is%3Apr+author%3A...

    The problem with open sourcing it wholesale at this point is a challenge because parts of the tech stack became parts of Threekit.com. Threekit.com is VC funded and an ongoing business operation.

    I do what I can with open source still, see:

    https://github.com/bhouston/behave-graph

    https://github.com/threeify/threeify

What are some alternatives?

When comparing Spector.js and threeify you can also consider the following projects:

polygonjs - node-based WebGL design tool

typesl - Typescript to GLSL transpiler

redcube - JS renderer based on GLTF to WebGPU or WebGL backends.

cadenza - A WebXR rhythm game

TimeChart - An chart library specialized for large-scale time-series data, built on WebGL.

yg-vishva - yg-vishva is a web component for 3D world/universe. [Note: As this project was outcome of extraction of my portfolio code and still THINKING what all things to ADD, so focused on things than the code...post that code will get refactor!]

streets-gl - 🗺 OpenStreetMap 3D renderer powered by WebGL2

mach-gpu-dawn - Google's Dawn WebGPU implementation, cross-compiled with Zig into a single static library

BezierCurveDemo1997 - Utah Teapot and Mystify Screensaver, 16-Bit DOS, Personal Project 1997 https://files.scene.org/view/mirrors/hornet/code/tutors/math/azr_bcrv.zip

webgl-rock-pillars - WebGL Floating Islands demo

draft - C++ standards drafts