GPGPU-threejs-demos | GPGPU demos with THreeJS , the birds | Graphics library

 by   yomboprime JavaScript Version: Current License: MIT

kandi X-RAY | GPGPU-threejs-demos Summary

kandi X-RAY | GPGPU-threejs-demos Summary

GPGPU-threejs-demos is a JavaScript library typically used in User Interface, Graphics, Three.js, WebGL applications. GPGPU-threejs-demos has no vulnerabilities, it has a Permissive License and it has low support. However GPGPU-threejs-demos has 2 bugs. You can download it from GitHub.

Some GPGPU demos with THreeJS, the birds one is not mine but i refactored it.
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            kandi-support Support

              GPGPU-threejs-demos has a low active ecosystem.
              It has 50 star(s) with 8 fork(s). There are 6 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 0 open issues and 2 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of GPGPU-threejs-demos is current.

            kandi-Quality Quality

              GPGPU-threejs-demos has 2 bugs (0 blocker, 0 critical, 1 major, 1 minor) and 0 code smells.

            kandi-Security Security

              GPGPU-threejs-demos has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              GPGPU-threejs-demos code analysis shows 0 unresolved vulnerabilities.
              There are 4 security hotspots that need review.

            kandi-License License

              GPGPU-threejs-demos is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              GPGPU-threejs-demos releases are not available. You will need to build from source code and install.
              It has 2651 lines of code, 0 functions and 15 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            GPGPU-threejs-demos Key Features

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

            GPGPU-threejs-demos Examples and Code Snippets

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

            You can download it from GitHub.

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            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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            CLONE
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            https://github.com/yomboprime/GPGPU-threejs-demos.git

          • CLI

            gh repo clone yomboprime/GPGPU-threejs-demos

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            git@github.com:yomboprime/GPGPU-threejs-demos.git

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