3D graphics in JavaScript (no libraries)
liveweave.com
liveweave.com
drawInterval = setInterval(plot, 10);
and angle += .05;
will work on default settings with no bottleneck, but put in "Manual Bresenham" and the animation slows down.Back in the days of Flash, this was solved with tweening libraries that took in a curve (how to interpolate between the end values), and passing a variable reference that could be updated in an fps-agnostic fashion.
Here's my idea for a framerate-independent graphics library. Have a function pointer to the main draw( time T ) call, and one of the requirements would be that time T does not represent the current time and can be out of order ( draw(1), draw(3), draw(2) ). In other words, draw() would have to be pseudo-functional. This approach would allow for some neat tricks such as cashing, multithreaded and split-rendering, motion blur tricks, etc.
https://developer.mozilla.org/fr/docs/Web/API/window.request...
angle += time_taken_to_render_previous_frame * speed;
</body>
</html>
<script>
hem. use this instead: <script type="text/javascript">
…
</script>
</body>
</html>
I doubt it will be any efficient compared to native implementation. Cool hack though, it reminds my when I played around with basic real 3D drawing with Quick Basic.Here's an example of DOF blurring using SVG filters. (no WebGL)
This particular one is the "3D engine" link. he later turned it into the Tie Fighter/Roller Coaster one. When looking for inspiration, I directed him to the xscreensaver module that he created Popsquares from.
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