use-cannon
react-three-offscreen
use-cannon | react-three-offscreen | |
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10 | 6 | |
2,685 | 410 | |
0.4% | 1.5% | |
5.6 | 5.9 | |
2 months ago | about 2 months ago | |
TypeScript | TypeScript | |
MIT License | MIT License |
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use-cannon
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Why react-three-rapier does not use worker like use-cannon
I'm using rapier physics lib in my own project, and i did that using workers too, i refered this repository https://github.com/pmndrs/use-cannon and when i saw the similar project to use physics lib into react-three-fiber but with rapier https://github.com/pmndrs/react-three-rapier, i notice that they don't use workers... There is some reason to not use workers with rapier? Weren't we supposed to use physics on workers for performance reasons?
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Create a First Person Movement in React Three Fiber - Part 2
For this example we are going to use Reac Three Cannon a specific library to create physics. You can use Rapier, another cool library, but is under development right now.
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3D web - Cannon physics - web3 serie
"Cannon" is the rigid body physics engine who includes simple collision detection, various body shapes, contacts, friction and constraints.
- About gamedev in JS / ThreeJS
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How to prevent camera from entering cubes
I'm trying to build a maze using react-three/fiber and react-three/cannon. I've added first person controls using this Minecraft Sandbox and a layout very similar to the example on the react-three/cannon Github page, just with more boxes acting as walls. But, instead of stopping at the boxes/walls, the camera moves directly in and through the larger ones and tumbles over the smaller ones. Any idea how to prevent this?
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Noob Here! I need help to figure out how use physics with three and react fiber
you use this library: [@react-three/cannon](https://github.com/pmndrs/use-cannon)
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Challenges of a web VR throwing game
Since I'm a big Poimandres fan I looked into react-xr, and it was very easy to get a first WebXR project up and running. Unfortunately, there are many dependencies in the ecosystem which slowed me down: react-xr is built on top of react-three-fiber which is built on top of Three.js, and physics is enabled by use-cannon which is built on top of cannon-es. For a long time I was running into issues and helping fix them with a couple of pull requests, and ultimately it was preventing me from working on the actual project. Still, Poimandres is a great community and I got a lot of inspiration from the content being shared in the discord.
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[AskJS] Why don't they make JavaScript multi-threaded?
I'd be really curious to hear how you'd refactor a library like use-cannon? The primary challenge with it's development is exactly the issue that the other commenter described: building the API bridge between the WW and the main thread. I have been thinking about this for at least a full year and I haven't come up with a better way to structure the code - yet this seems like an ideal use case for a webworker.
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Advice: Three.js vs. Babylon.js - choosing the right 3D javascript library
There’s https://github.com/pmndrs/use-cannon for R3F physics too.
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I'm a bit stuck.
physics are easy, here's a 60 loc arkanoid using use-cannon: https://codesandbox.io/s/sweet-babbage-66cd7
react-three-offscreen
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React Server Component is *trending* now. Will this paradigm shift be beneficial to three.js ?
i think it may be beneficial, lots and lots of content could, in theory, run on the server and be streamed to an offscreen canvas. with some luck threejs bundle size could go to 0. this might be an important part of the puzzle https://github.com/pmndrs/react-three-offscreen but RSC itself, it needs people to just try it out.
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Why react-three-rapier does not use worker like use-cannon
repo: https://github.com/pmndrs/react-three-offscreen/tree/main/examples/pacman
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Performance issues with next.js + react three fiber
the other possibility is what like /u/cesium-sandwich said, your site runs so much content on the main thread (css, layouting, etc) that it exceeds the framerate budget that you have. either fix that, dev-tools>performance will immediately tell you what it is, or, use this: https://github.com/pmndrs/react-three-offscreen it will put threejs into its own thread.
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rt/offscreen, drop your existing app into an offscreen canvas
releasing https://github.com/pmndrs/react-three-offscreen today. render your r3f app in a worker/offscreen canvas and unblock the main thread. most of the pain with workers has been taken care of, your apps will just work, events, controls, gltf, drei, physics and all. try it: https://offscreen.pmnd.rs
What are some alternatives?
react-three-fiber - 🇨🇠A React renderer for Three.js
react-three-rapier - 🤺 Rapier physics in React
ammo.js - Direct port of the Bullet physics engine to JavaScript using Emscripten
cannon-es - 💣 A lightweight 3D physics engine written in JavaScript.
react-xr - 🤳 VR/AR with react-three-fiber
WebXR-emulator-extension - WebXR emulator extension
three.js - JavaScript 3D Library.
mathjs - An extensive math library for JavaScript and Node.js
self-parking-car-evolution - 🧬 Training the car to do self-parking using a genetic algorithm
BabylonJS - Babylon.js is a powerful, beautiful, simple, and open game and rendering engine packed into a friendly JavaScript framework.
box2d-wasm - Box2D physics engine compiled to WebAssembly. Supports TypeScript and ES modules.