esp-web-tools
polygonjs
esp-web-tools | polygonjs | |
---|---|---|
7 | 173 | |
364 | 545 | |
3.8% | - | |
8.0 | 9.6 | |
4 days ago | 4 days ago | |
TypeScript | TypeScript | |
Apache License 2.0 | 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.
esp-web-tools
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Show HN: Willow – Open-Source Privacy-Focused Voice Assistant Hardware
Some feedback to make your project easier to install and integrate better with Home Assistant (I'm the founder):
Home Assistant is building a voice assistant as part of our Year of the Voice theme. https://www.home-assistant.io/blog/2023/04/27/year-of-the-vo...
As part of our recent chapter 2 milestone, we introduced new Assist Pipelines. This allows users to configure multiple voice assistants. Your project is using the old "conversation" API. Instead it should use our new assist pipelines API. Docs: https://developers.home-assistant.io/docs/voice/pipelines/
You can even off-load the STT and TTS fully to Home Assistant and only focus on wake words.
You will see a lot higher adoption rate if users can just buy the ESP BOX and install the software on it without installing/compiling stuff. That's exactly why we created ESP Web Tools. It offers projects to offer browser-based installation directly from their website. https://esphome.github.io/esp-web-tools/
If you're going the ESP Web Tools route (and you should!), we've also created Improv Wi-Fi, a small protocol to configure Wi-Fi on the ESP device. This will allow ESP Web Tools to offer an onboarding wizard in the browser once the software has been installed. More info at https://www.improv-wifi.com/
Good luck!
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esp32-audio-kit
Note: if anyone else wants to make an installer website like this, it’s called ESP Web Tools and open source: https://esphome.github.io/esp-web-tools/
- ESP Web Tools: install ESP-firmware via your browser!
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Ask HN: Can you share websites that are pushing the utility of browsers forward?
ESP Web Tools uses WebSerial to allow users to install, update and manage firmware running on ESP microcontrollers: https://esphome.github.io/esp-web-tools/
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I created a beginner-friendly library for the ESP8266 that allows you to control multiple FastLED animations using custom sliders and color pickers.
If you want to make the project even more accessible, consider setting up a GitHub pages with ESP Web Tools: https://esphome.github.io/esp-web-tools/
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BIPES: Web based IDE for micropython devices [GNUv3.0 license]
Instead of esptool suggestions, use ESP web tools and your whole flow can be web based. https://esphome.github.io/esp-web-tools/
- Show HN: Flash your ESP32 from the browser using JavaScript
polygonjs
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Show HN: Checkers Twist – The game Checkers/Draughts/Dames on an irregular grid
- some corners will connect less than 4 tiles. This does the opposite of the previous point, as this removes diagonals. This limits your moves in a specific direction, but can also protect you from your opponents. It's the kind of features that can be used both as a defense and as attack.
And the boards are procedurally generated, so you can play unique games each time (or you can re-use the same boards if you like). It is done with my engine Polygonjs ( https://polygonjs.com/ ), and if you're curious about how the grid is built, here is an example scene you can play with: https://polygonjs.com/gui/irregular_quad_relaxation/edit .
The game is not free on Steam/iOS, but the demo has no time limit, it just gives you a handful of boards to play with.
I hope that's fun!
- Trailer: https://www.youtube.com/watch?v=GAfUvwuLueI
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On the importance to make games during the game engine's development
That's the path I took with Polygonjs ( https://polygonjs.com ), and a game I've just released ( https://polyreplay.com/minesweepertwist ), with more coming shortly.
But it didn't start like that. It only started as a tool I could use to deliver client projects, as I was trying to become a freelance for interactive 3D scenes for the web.
Project after project ( some examples here: https://polygon-lab.com/ ), I could improve Polygonjs. Then I found clients who would be interested enough to buy licenses, and would give valuable feedback which would help the project grow even more.
And a few clients asking for not just interactive sites, but also games. This pushed Polygonjs further, and after several games released, it definitely qualifies as a game engine.
So this is generally an advice I give to people who want to become freelancers. Build a tool that solves a problem in your space, as this gives you an edge, and you'll also get the chance to confront that tool to reality, which will help it - and you - grow. This becomes a virtuous circle very quickly.
- Threestudio – A unified framework for 3D content generation
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how can I convert a 3D model into an SDF, a signed distance field
You can have a look how I do it in Polygonjs (which is a node-based design tool based on threejs), in this example scene.
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ThreeJS capabilities
If you're familiar with Houdini, I invite you to try Polygonjs, which is based on threejs and inspired by Houdini. You can basically build threejs in a procedural way, with just nodes.
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I’m starting to get into generative media and visual making and I want to know what software to use other than touchdesigner.
You could try Polygonjs. It's inspired by Houdini, so has a lot in common with TouchDesigner (it's fully node-based, you can create audio reactive apps), and it works on the web, which makes scenes very easy to share.
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Help me out ya’ll. Spline 3D vs Dora 3D?
Can I invite you to try Polygonjs as well?
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Sdf – Generate 3D meshes based on SDFs
you can generate an SDF from a mesh with [Polygonjs](https://polygonjs.com). Here is an [example scene](https://polygonjs.com/examples/bynode:mat:raymarchingbuilder...).
It won't generate a function, though. Instead it creates a 3D texture which is used inside the raymarching material. In my experience this is much more performant, and also art-directable.
(disclaimer, I'm building Polygonjs)
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Need help for job
It sounds like you need a dynamic system that runs in the browser. Maybe try Polygonjs ( https://polygonjs.com )? The the 3rd interactive scene on the front page gives an idea of a dynamic model. I run it, if that of interest, happy to give more examples
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Vegetation modelling tool
If you ever wanted to do a vegetation modelling tool for the web, I invite you to try it on Polygonjs, it has a lot of similarities with Houdini (node-based, procedural modeling, HDA system, etc) and is all web/realtime. And open source.
What are some alternatives?
Adafruit_WebSerial_ESPTool - A Web Serial tool for updating your ESP bootloader.
Spector.js - Explore and Troubleshoot your WebGL scenes with ease.
squeezelite-esp32 - ESP32 Music streaming based on Squeezelite, with support for multi-room sync, AirPlay, Bluetooth, Hardware buttons, display and more
three.js - JavaScript 3D Library.
sandspiel - Creative cellular automata browser game
nodes-io - A new way to create with code.
WLED - Control WS2812B and many more types of digital RGB LEDs with an ESP8266 or ESP32 over WiFi!
lume - Create 3D web applications with HTML. Bring a new depth to your DOM!
telegram-tt - Telegram Web A, GPL v3
react-three-fiber - 🇨🇭 A React renderer for Three.js
standards-positions
lume - 🔥 Static site generator for Deno 🦕