natural-selection
procedural-gl-js
natural-selection | procedural-gl-js | |
---|---|---|
8 | 11 | |
164 | 1,271 | |
- | - | |
1.4 | 0.0 | |
about 1 year ago | about 3 years ago | |
CSS | JavaScript | |
MIT License | Mozilla Public License 2.0 |
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natural-selection
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Explaining CSS Organisational Layout
Maybe https://github.com/frontaid/natural-selection can give you some pointers. It is a blueprint of a possible CSS file structure that applies globally. This covers at least 1. and 2. of your example.
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How do you write custom CSS?
[1] https://github.com/frontaid/natural-selection
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"Global" vs "Local" styles
PS: If you want to get a jump start for the global styling of your projects, you might want to have a look at https://github.com/frontaid/natural-selection
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Ask HN: What is your CSS framework of choice?
I rarely use any of the popular CSS frameworks. Unless you are making a small(ish) website where the styling is not important, it is actually more work to change an existing frameworks than to just use CSS yourself.
But what I do use sometimes is a CSS reset like https://github.com/necolas/normalize.css
And what I also use is this CSS boilerplate: https://github.com/frontaid/natural-selection (Disclaimer: I created it because I wanted to avoid the repetitive work of writing out all the selectors).
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Ask HN: What Are You Working On?
I'm working on a CSS framework without any styling (!). It is a collection of selectors and meant to be used as a clean CSS boilerplate. Thus it can jump start your your next project or design system.
https://github.com/frontaid/natural-selection
- Show HN: Natural Selection – CSS framework without any styling
- Natural Selection - CSS framework without any styling.
- Natural Selection - CSS Framework without any styling.
procedural-gl-js
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Recreating Real-World Terrain with React, Three.js and WebGL Shaders
Nice writeup, I always like it when the shaders are highlighted like this. I got started in a similar way 7 years ago and have been making 3D terrains with THREE.js & WebGL since.
The real fun begins when you need to implement some sort of Level-of-Detail system and streaming in data to give the illusion of high detail everywhere without sacrificing performance.
Last year I released an open-source framework (https://github.com/felixpalmer/procedural-gl-js) for creating 3D terrains for web applications, you can see Uluru here: https://www.procedural.eu/map/?longitude=131.036&latitude=-2... (unfortunately the aerial imagery from our default provider isn't as high resolution as other places in Europe)
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Visualization of 40M Cell Towers
Great visualization and approach with compressing the tile data. Do you have a comparison of how much smaller the payload ends up being compared to simply sending PNG files?
I use PNGs to encode elevation data in my 3D mapping library (https://github.com/felixpalmer/procedural-gl-js/) and this does a pretty good job of compressing the data, for example in the ocean the PNG files are also very small as the image is mostly black. Different use case I now as your data is much more sparse, but I wonder how close the PNG compression would be compared to your approach.
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React Component for 3D Maps
Yeah, the React parts of this are very minimal. I'm not really sure what using it gets you, since it just manages a single div.
The _actual_ library that does all the work is here: https://github.com/felixpalmer/procedural-gl-js
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Ask HN: What Are You Working On?
- Tiny filesize means library is parsed fast. Package size is less than THREE.js thanks to code stripping
Check it out on Github: https://github.com/felixpalmer/procedural-gl-js/
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Mountain Peaks in WebGL
The imagery comes from the Orthofoto dataset on https://www.basemap.at/ - the actual texturing is done by the Procedural GL JS library https://github.com/felixpalmer/procedural-gl-js
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