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Polygonjs Alternatives
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Civic Auth
Auth in Less Than 5 Minutes. Civic Auth comes with multiple SSO options, optional embedded wallets, and user management — all implemented with just a few lines of code. Start building today.
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Projects
:page_with_curl: A list of practical projects that anyone can solve in any programming language.
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CodeRabbit
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BabylonJS
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OpenJSCAD.org
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tutorial_audio_analysers
🎵 Tutorial showing how to use audio analysers to update a WebGL scene 🔊
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InfluxDB
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polygonjs discussion
polygonjs reviews and mentions
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Show HN: Chess Twist
Yes, minimizing clutter was a priority, and still is. I've tried to avoid those arrows for a long time, but the pawn movements wasn't clear enough without them. And I agree it's not the optimal display.
Displaying them on some tiles only is something I have not thought of. My first reaction is that it may feel harder to read, as tiles with an arrow may look like they would act differently than those without? We may induce the idea that it has a different purpose. So for now, I'd prefer a solution that would look the same on all tiles, I think that's much easier to parse. But then I should probably give this a try before rejecting it.
You do have a good point regarding the wood texture, I've tried other textures, but couldn't find a better one yet. But I'm sure that's possible. Nevertheless for now, you can also display different skins: https://imgur.com/a/zitKlpz
And thanks a lot for mentioning the four colour theorem. I'm looking at its wikipedia page now. I'm sure I came across it many times before, but I did not think about it when tackling this part of the problem. My implementation is here is anyone can spot my mistake: https://github.com/polygonjs/polygonjs/blob/master/src/engin...
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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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A note from our sponsor - Civic Auth
www.civic.com | 22 Apr 2025
Stats
polygonjs/polygonjs is an open source project licensed under MIT License which is an OSI approved license.
The primary programming language of polygonjs is TypeScript.