threejs-demos | These demos | Graphics library

 by   saucecode JavaScript Version: Current License: No License

kandi X-RAY | threejs-demos Summary

kandi X-RAY | threejs-demos Summary

threejs-demos is a JavaScript library typically used in User Interface, Graphics, Unity, Three.js, WebGL applications. threejs-demos has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

These demos use the three.js 3D library, and required a modern browser with WebGL enabled.
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            kandi-support Support

              threejs-demos has a low active ecosystem.
              It has 117 star(s) with 89 fork(s). There are 9 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              threejs-demos has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of threejs-demos is current.

            kandi-Quality Quality

              threejs-demos has 0 bugs and 0 code smells.

            kandi-Security Security

              threejs-demos has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              threejs-demos code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              threejs-demos does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
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              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              threejs-demos releases are not available. You will need to build from source code and install.

            Top functions reviewed by kandi - BETA

            kandi has reviewed threejs-demos and discovered the below as its top functions. This is intended to give you an instant insight into threejs-demos implemented functionality, and help decide if they suit your requirements.
            • Initialize the loading scene .
            • Play loading resources
            • Position the resources in the scene .
            • Get type from an element
            • Mark this texture
            • Equivalent to texture
            • React to key down
            • Handle key down .
            • Renders a framebuffer and its buffers .
            • Draw a single object
            Get all kandi verified functions for this library.

            threejs-demos Key Features

            No Key Features are available at this moment for threejs-demos.

            threejs-demos Examples and Code Snippets

            No Code Snippets are available at this moment for threejs-demos.

            Community Discussions

            QUESTION

            Three.js Verlet Cloth Simulation on GPU: Can't follow my logic for finding bug
            Asked 2018-Apr-19 at 00:49

            I got a problem understanding the logic I am trying to implement with Three.js and the GPUComputationRenderer by yomboprime.

            (https://github.com/yomboprime/GPGPU-threejs-demos/blob/gh-pages/js/GPUComputationRenderer.js)

            I want to make a simple Verlet-Cloth-Simulation. Here is the logic I was already able to implement (short version):

            1) Position-Fragment-Shader: This shader takes the old and current position texture and computes the new position like this:

            ...

            ANSWER

            Answered 2018-Apr-19 at 00:49

            This example is not verlet cloth, but I think the basic premise may help you. I have a fiddle that uses the GPUComputationRender to accomplish some spring physics on a point cloud. I think you could adapt it to your needs.

            What you need is more information. You'll need fixed references to the cloth's original shape (as if it were a flat board) as well as the force currently being exerted on any of those points (by gravity + wind + structural integrity or whatever else), which then gives you that point's current position. Those point references to its original shape in combination with the forces are what will give your cloth a memory instead of flinging apart as it has been.

            Here, for example, is my spring physics shader which the GPUComputationRenderer uses to compute the point positions in my visualization. The tOffsets in this case are the coordinates that give the cloud a permanent memory of its original shape - they never change. It is a DataTexture I add to the uniforms at the beginning of the program. Various forces like the the mass, springConstant, gravity, and damping also remain consistent and live in the shader. tPositions are the vec4 coords that change (two of the coords record current position, the other two record current velocity):

            Source https://stackoverflow.com/questions/48623830

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install threejs-demos

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            gh repo clone saucecode/threejs-demos

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            git@github.com:saucecode/threejs-demos.git

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