glTF
plurid
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glTF | plurid | |
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20 | 5 | |
6,947 | 21 | |
1.2% | - | |
7.0 | 7.2 | |
3 days ago | 4 months ago | |
HTML | TypeScript | |
GNU General Public License v3.0 or later | GNU General Public License v3.0 or later |
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.
glTF
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Academy Software Foundation Announces OpenPBR, a New Subproject of MaterialX
My understanding is that this is an evolution of the Autodeks Standard Surface (https://autodesk.github.io/standard-surface/), which itself is a subset set of the glTF 2.0 material with its PBR extensions (https://github.com/KhronosGroup/glTF/blob/main/extensions/RE... )
Together this means there is a lot of alignment between these models. I wouldn't be surprised to see a glTF 3.0 that adopts the OpenPBR as its main material definition, skipping the current extension complexity.
OpenPBR for material exchange combined with MaterialX for shader graph exchange combined (https://materialx.org) with OpenUSD for geometry and scene graph exchange, means together we are headed into a world where high quality 3D assets are exchangeable between content creation tools.
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Is it more performant to build the entire scene in Blender?
Search animation related topics, like skinning and weights. This is constantly debated. As for the compression it is just standard with the format, there are some old topics on it.
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VisionOS
An open standard that is very capable (but cannot find if it can do streaming) is https://github.com/KhronosGroup/glTF
It still misses some important things in the area of shading and animation for full transfer of all qualities you find in a modern 3d creation app like Blender.
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The difference between a primitive and a mesh in gltf
I wondered this in the past as well and I found this issue, which has a lot of discussion on it and includes some plausible possible reasons, though it seems it's not entirely clear anymore why it is like it is: https://github.com/KhronosGroup/glTF/issues/821
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Did a burger / solved for PBR partially
So the special thing about this is we didn't touch any of the PBR maps on it. At all. That was all automatic, I wrote a solving program. What I will reveal about that is the gltf spec I solved against is over here: https://github.com/KhronosGroup/glTF . We're looking at using this with some 3D scanning businesses in NYC at the moment.
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Ask HN: Simple 3D animation file format?
https://github.com/KhronosGroup/glTF/blob/main/specification...
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Texture Animation to glTF 2.0 Fail to Export
In the future, this can be properly done with the KHR_animation_pointer extension: https://github.com/KhronosGroup/glTF/pull/2147
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Magic hole in GLTF from blender?! is it possible
I think ideally you would extend the gltf material to add control over e.g. renderOrder, colorWrite, depthWrite, then implement the extension in your gltf loader
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I've decided to learn Godot and it feels like I have "lost"
Probably not directly, but I'd look for frameworks that work with GLTF to have proper scene and asset management.
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What is the name of the effect which causes edges of meshes to appear brighter rather than darker?
Probably it’s some kind of Sheen. This effect gives the material a velvety fabric / fur impression, which would work well with the Tom Nook character.
plurid
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VisionOS
Been thinking since 2015 how to explore information as a 3D structure: plurid [1]. The stable library is for now only for React.
[1] https://github.com/plurid/plurid
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Show HN: How to create a 3D space using CSS
Since 2015 I have been thinking how to explore information as a 3D structure. This thought has led to developing plurid [1], [2], a component library (for React for now) to transform a web page into a rotate-able/translate-able/scale-able space with the content on planes.
[1] Code, https://github.com/plurid/plurid
[2] Demo, https://www.youtube.com/watch?v=aV7MWFDVFkk
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plurid'?
plurid' is an open-sourced software package to generate 3D user interfaces
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Ask HN: Visualizing software designs, especially of large systems (if at all)?
I gave this a bit of thought earlier this year (https://alexanderell.is/posts/visualizing-code/) and, with the help of HN commenters, collected a small list of ways people are working to help with code visualization. I don't think most of them are production ready (some are just research papers), but you may find them interesting all the same.
SoftVis3D (https://softvis3d.com/): where a "‘code city’ view provides a visualization for the hierarchical structure of the project".
Code Park: A New 3D Code Visualization Tool (2017) (https://arxiv.org/pdf/1708.02174.pdf), a “novel tool for visualizing codebases in a 3D game-like environment” with code represented as “code rooms” with code on the walls.
Code Structure Visualization Using 3D-Flythrough (2016) (https://opus-htw-aalen.bsz-bw.de/frontdoor/deliver/index/doc...), with spatial metaphors and first-person exploration of code.
Primitive (https://primitive.io/), a VR collaboration startup with a Matrix-looking “Immersive Development Environment” with “new tools for visually analyzing software in 3D”.
AppMap (https://appland.com/docs/how-to-use-appmap-diagrams.html), an automated code analysis tool that includes dependency maps and trace views.
plurid (https://github.com/plurid/plurid), a framework for visualizing and debugging code in a 3D explorable structure.
fsn (file manager) (https://en.wikipedia.org/wiki/Fsn_(file_manager)), an experimental application to view a file system in 3D (featured in Jurassic Park).
- Plurid: Underframe to Render Information as a 3D Explorable Structure
What are some alternatives?
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
spekt8 - Visualize your Kubernetes cluster in real time
glTF-Sample-Models - glTF Sample Models
shotglass - Tools to visualize large code bases in different ways.
MonoGame - One framework for creating powerful cross-platform games.
digital-gardeners - Resources, links, projects, and ideas for gardeners tending their digital notes on the public interwebs
raylib - A simple and easy-to-use library to enjoy videogames programming
saddle-data-graph - where does it come from, where does it go?
bevy - A refreshingly simple data-driven game engine built in Rust
LookAtThat - Render source code in 3D, for macOS and iOS.
learn-gdscript - Learn Godot's GDScript programming language from zero, right in your browser, for free.
okikio-native - An initiative which aims to make it easy to create complex, light-weight, and performant web applications using modern js api's.