It's possible but you should probably take some time to learn javascript well. After that, here is a good start to graphics in general, but with a focus on WebGL. https://www.udacity.com/course/interactive-3d-graphics--cs291
Not related to your code, but if you copy everything to a branch called gh-pages then Github will host for you and you can demo it online.
Click "project site" here for instructions: https://pages.github.com/
There is a great course on 3d programming at Udacity. It goes from the very basics (vectors, matrices, colors) to actually implementing stuff using ThreeJs. Take a look https://www.udacity.com/course/cs291 PS.: you don't need to pay or start a free trial, just click View Courseware and enjoy the whole course for free
It is very much a good idea, and there are some folks that have already done a great job at it: https://www.onshape.com
P.S. it's funny that you mention SolidWorks on Chrome, because that company, OnShape, includes the original SolidWorks team.
Godot strongly supports glTF and thet made a blogpost explaining why glTF is the best format: https://godotengine.org/article/we-should-all-use-gltf-20-export-3d-assets-game-engines
What GPU is in your Ideapad? Have you tried updating your drivers? Usually, problems like that indicate driver bugs, but we may be able to work around them. Would you mind posting a screenshot of the problem to our forum? https://groups.google.com/forum/#!forum/cesium-dev
I personally don't like CoffeeScript, it adds a layer of complexity over your normal JavaScript with some benefits with the syntax.
You should check out three.js, it's an awesome webgl library.
The Wolfram Alpha API doesn't give the points for a plot, only an image. You'll have to evaluate them yourself.
You should also check MathBox.
Good luck! :)
I wrote this here, which performs specular highlights based off the blinn-phong model. Ignore the loop, as it cover multiple lights.
https://github.com/Famous/engine/blob/master/webgl-shaders/chunks/applyLight.glsl
Physically-based rendering requires less "fudging" by artists to make things look realistic. Instead materials are set up by defining "realistic" values of albedo color, reflectivity, metalness, etc. This makes it easier to achieve realistic looking results.
Marmoset have a good series on PBR: http://www.marmoset.co/toolbag/learn/pbr-theory
https://codesandbox.io/s/webgl-playground-forked-8xixw?file=/src/shaders.js
Ahhhh! You're right. I can't reproduce. I could have sworn I saw this and when I changed it my code ran noticeably faster. Will need to investigate further.
Sorry to spread disinformation on the internet. Will update that blogpost.
Hey, I tell you what, if you add the ripple I buy you reddit gold. Here is the original project that you can clone and change: https://app.goocreate.com/herrpotemkin/08a246a7b8fd43bbb08a82a993e42343.project
You will need a Goo Create account but that is free, and here is a link on how to use custom shader: http://jsfiddle.net/WL8rH/6/
I'm currently writing a MMO game in Elm, but it's miles away from being released. I've also written some Haskell-to-Elm translation libraries.
For Elm, it's not very prevalent yet, but only because it's very new. I think it's growing at a rapid rate. By making itself separate from Haskell, they've been able to address a lot of practical issues which make it very well suited for real world production. It has a niche, which is interactive web apps, and it fills it nicely.
To get an idea of what the Elm community is like, I'd reccomend the mailing list.
I see what you mean regarding the faceted look:
https://codesandbox.io/s/react-three-fiber-gltf-loader-animations-pl97x
I was able to get Lambertian shading implemented (middle blobs) and was also able to recalculate the face normals (rightmost blobs).
However I'm a little confused at this point. I think I need a better understanding of how the MeshNormalMaterial is working (leftmost blobs). I'd like to be able to recreate the look of the leftmost blobs in the shader code.
A threejs spotlight inherits from Object3d. Do you know how inheritance works? Basically you can use the functions of an object3d on a spotlight. All object3d objects, have the functions rotate, position, etc. "lookat" might be a useful choice for you.
Thanks!
I'd personally just use threejs, but then I am a programmer, so I just like not relying on large 3rd party applications like unity to do stuff, which I may find fairly simple.
Take a look at this exampel, in threejs. Click on "view source" down the bottom right. That code is nearly all you'd need. If you look at lines 64-70, thats all you need to do to add some lights. 100-120, thats all you need to load a model. There's a few more lines to start the render, move the camera around etc. You could create all the GUI in HTML and lay it over the top. Personally I don't think that's much harder than needing to learn all about Unity.
Whichever you choose, if you need any further help or advice do get in touch, I love making things like this!
threejs fits your needs because: - large community - easy to add mesh / geometry / shader manually - you don't need a full featured game engine: less code, less problems.
Load your mesh/data with your own code, create a buffergeometry (once) ( http://threejs.org/examples/#webgl_buffergeometry ) and play with "Object" position ( http://threejs.org/docs/#Reference/Core/Object3D ) The performances will be very good. Vivien
If you don't know or don't want to do programming, you can use an authoring tool like CopperCube, which does exactly that. Click your 3D scenes together and define what should happen when the user moves or clicks somewhere. But if you are more the programmer type, I'd recommend to write it yourself using JavaScript, and pick one of the many WebGL libraries on the web, like for example three.js
I wish I knew how to do this kind of thing. I don't have enough of a visual eye to be able to draw things this realistic or beautiful, and I don't know enough about physics to calculate light reflections off water waves and such. This sort of thing always amazes me.
Here's another one similar to this:
Sounds like a bug in your code, but it'd be too hard to tell without some of it posted. Also some other thoughts.
Your camera is inside the volcano so you should move it back a bit.
Try importing the mesh to the three.js editor it could be very small.
Not much experience, but Im pretty quick on the uptake. I want to be able to move around the rain drops producing an event similar to octree 8000 spheres on http://www.babylonjs.com/. That is the initial effect I'm looking for. Ultimately I want some of the raindrops to contain links that i can click on, similar to something like this. I understand the complexities involved in a project like this, I would just like to be pointed in the right direction.
Web Audio API: http://caniuse.com/#feat=audio-api . At least proverbially it enjoys a pretty good mobile support. Although the concrete implementations can be far from ideal (speed wise), which tends to produce crackling, pauses, etc. I'd be interesting to hear from the author though.
Regarding slow rendering speeds on mobiles, well they are getting faster, and even inbetween mobiles there's a huge disparity in speed. Excluding all mobiles just for that seems unecessary and not future-proof.