A couple of years ago I produced this as a study into procedural heightmaps, shadow mapping and online geometry loading with Three.js. I had big plans for it but abandoned it half way.
I found it on my hard-drive the other day and thought it might be worth putting up in the case that it's of any use to anyone! The project is full of performance issues and other weird things but hey I hope it's worth something! Enjoy.
It's myPhone Pocket, Android 6, 512MB ram, 4GB flash. I found it now cheapest for €42 , year ago I found it for €39. The only downside is that default apps cannot be uninstalled, that makes the phone almost unusable. It was never locked to any carrier. It's dual sim but I never had sim in it, I use it only as pocket-wifi-browser (102 grams!) and for app development.
Same goes with me actually. I'm not entirely sure but I think most of it is attributed to the huge amount of optimisations and refinements that have gone into the modern mobile GPU's. While the mobiles don't seem to be quite as diverse in their capability, they excel at what they can do!
Was a present, and is treated as a play thing. General low level use gives about 6 hours, browsing and word etc, but if pushed by a game or couple of vbox nix v-machines (just to see if it could) about that 4 hour mark. As a secondary device it's not been a problem, and it charges pretty quick.
It's a nice thing. Best feature is the flap, imo. all tablet-like devices should have them! I've not got the proper keyboard, but am tempted.
Nice pastoral-feeling work. In the readme you feature "Shore detection algorithms for boathouse placement". Does the algorithm have a name, or did you create it from scratch? I'd be curious to learn how it works.
Thanks! I actually can't remember exactly how it worked, but I think it was a pretty simple process of selecting points at the level of the water combined with some sort of normal calculation. Just used it for placing the boathouses in semi-logical locations.
I should probably take it out of the readme just in case someone gets all excited and then disappointed when they realise it's all smoke and mirrors and nonsense. Ha!
When CSS3 and jQuery first started gaining some traction (<8 years ago?), I tried a bunch of animations using layered images and image transformations. One of these "dreams" was of some hot air balloons as well. Desktop only:
I love this low poly aesthetic, and it's been a dream of mine to work on a little side project that uses it. You might have given me the inspiration to go out and mess around a bit and see what I can come up with.
I'm curious about your background. I've built games (and hacked SNES games), but always leaned heavily on others for art and audio, and I'm curious if those were skills you had coming into your projects.
Hey! If funding came our way we'd definitely look into it! Alas, the project's been put on a pretty indefinite hiatus. I'm starting to come around to the idea of just releasing all my unfinished things as open source projects, so maybe we'll end up doing the same with that one?
Glad you like the look of it though! Perhaps it'll start up again some day...
Ooh cool! That sounds fascinating. It would be valuable to know the context for which the simulation would be displayed (ie. where, for how long, does it have user interaction etc.) to make suggestions, but hey if you're just looking for a good recommendation for a JS rendering/scene-graph/animation framework then I couldn't recommend Three.js more.
I personally love it for the reason that it doesn't automagically do everything for you, and in that way if you've got any sort of experience with computer graphics and game engines then it's got a really gentle and intuitive learning curve. This said, if you're looking to get up-and-running with something really quickly or rapid prototype then you might want to look at something like https://pixijs.io.
I also wonder, if you're looking to do physical or live performance work then maybe it would be worth looking into something battle-tested and robust like Touch Designer? Not free like JS of course, but could be much more suited to a high-stakes live performance scenario as it sounds like he's putting together.
'Tis a fluid piece of work! I got Three.js and the ammo/bullet physics engine working together in Linux on the Web. You can go to https://linuxontheweb.org/desk.os, and then open the Applications app from the application launcher on the bottom of the page. Then scroll down to the webgl apps. The one called "Swinger" is a soft body physics simulation. You can use the "q" and "a" keys to control the arm. The app was taken from the examples of the threejs website. The system works best in Chrome. My last account "denniskane" seems to have gotten shadowbanned, lmao...