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frading

313 karma · joined September 6, 2010

https://twitter.com/fradingue - https://polygonjs.com
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frading··on Show HN: The classic Minesweeper on an irregular grid
thanks a lot!
frading··on Show HN: The classic Minesweeper on an irregular grid
Nice! Almost there. Still, you're now ready to move on the intermediate/expert grids :D
frading··on Show HN: The classic Minesweeper on an irregular grid
It doesn't sadly. I had tried to implement that, but couldn't find a provable way to prevent 50/50. It's especially trickier as I can't use an algo with just rows and columns, it has to work on a graph. And it would need to be fast enough as to not slow the grid generation (which already takes a few seconds on the maximum size). So I'd love to add this ultimately, but not entirely sure I'll have the resources.
frading··on Show HN: The classic Minesweeper on an irregular grid
ah very interesting!

I've done quite a few iterations of the speed at which they get uncovered, and it's definitely tricky to nail down. I've tried to find a middle ground between something that's rewarding/satisfying (so should take 1-2 seconds, long enough to be enjoyed), but also doesn't block you (so should be instant). And that animation would need to very different if it's revealing 10 tiles or less, or 500+. I realize this still isn't quite right.

So thank you for saying that, I'll try and improve it.

frading··on Show HN: The classic Minesweeper on an irregular grid
ah very sorry about the dialog being too large. Which phone have you used it on? I should really fix this.

I've tested on an iphone mini, and even though the dialog is quite big on it, so I should indeed try and shrink it, it doesn't prevent completing the tutorial. But it looks like I wrongly assumed this would be the smallest phone I could test it on.

And as far as I know, the empty tiles only gets uncovered if you uncover another empty one, so I followed this principle. If that was also the case when you uncover a number, this would reveal too much.

frading··on Show HN: The classic Minesweeper on an irregular grid
Yes, completely agree. It does take time to get used to it. And even after having playing many games of this one, I can still trip me up at times.
frading··on Show HN: The classic Minesweeper on an irregular grid
Thanks a lot for trying it and the feedback. As a sibling comment said, left+right click should work (as well as middle click). Which OS/browser are you using? I like to fix this.

And you're right for "lose 60s", It's not the ideal wording. I was thinking it in terms of the less time you end up with, the better your score is. But "gain 60s" wouldn't work either. I'll have a think, but curious to hear if anyone has suggestions for this.

frading··on Threestudio – Framework for 3D content generation
I'm building one, called Polygonjs ( https://polygonjs.com/ ), you have a few examples to play with ( https://polygonjs.com/docs/examples ).
frading··on Show HN: The classic Minesweeper on an irregular grid
Nice find! And yes, hyperbolic games can be very fun, I agree.
frading··on Show HN: The classic Minesweeper on an irregular grid
Thank you! And I think a hyperbolic version of minesweeper already exists, so I don't plan on tackling that. Instead I'm working on variants of checkers, chess, othello and go, using a similar irregular grid.
frading··on Show HN: The classic Minesweeper on an irregular grid
My pleasure! Thanks a lot to you for playing it.
frading··on Show HN: I made a puzzle game with Three.js
I love the simplicity of this game, very nicely done.

And I poked around your source, and it's nice to see how you've created the levels ( https://www.thomasfriday.com/cuboid/levels.js ).

frading··on Sdf – Generate 3D meshes based on SDFs
you can generate an SDF from a mesh with Polygonjs ( https://polygonjs.com ). Here is an example scene ( https://polygonjs.com/examples/bynode:mat:raymarchingbuilder... ).

It won't generate a function, though. Instead it creates a 3D texture which is used inside the raymarching material. In my experience this is much more performant, and also art-directable.

(disclaimer, I'm building Polygonjs)

frading··on Ask HN: Anyone working on natural language interface to 3D CAD?
Thank you! And yes, 3D apps are already full of performance challenges, it's even more so when made in javascript. I probably spend 30% of my time doing optimizations (while trying to avoid premature optimizations!).

The biggest win really is to avoid allocating memory when the scene plays. So as you set up your scene, I have all sorts of tricks to pre-evaluate what the scene will need, and allocate that once only. That's probably what made the biggest difference to keep a smooth FPS. But that's only on the javascript side, there is more pitfalls when generating shaders.

And for the CAD part, it's powered by opencascade/wasm, so that's reasonably fast for now. But I'm sure this will get battle tested soon, with larger models and nodes setups.

frading··on Ask HN: Anyone working on natural language interface to 3D CAD?
I'm working on a procedural design & animation tool for WebGL ( https://polygonjs.com ), and I've recently added some early CAD modeling capabilities ( https://www.youtube.com/watch?v=6AoL2xRLiOs&t=1s ). One of my next steps is now to add natural language to setup those nodes.

So it won't be just for CAD, but more general 3D (material creation, physics, particles, etc). And it is very early in my research, so I'm still unsure how far things can go, or how usable could a scene created by this technique be. But it would at the very least help discover features, and try ideas even faster.

frading··on Polygonjs – Procedural Design and Animation for the Web
Thanks a lot for linking Polygonjs here! I assume it might be a follow up to my tweet yesterday announcing new CAD modelling nodes [0].

For context, Polygonjs is a design & animation tool for WebGL. It is based on the popular threejs library, and allows artists and designers to create interactive experiences without any coding. It's is also procedural and node-based, which means everything is created by linking nodes together. Your scenes are then fully procedural, you can always go back at any node and tweak things and see your changes propagate. It's great to experiment.

There are several examples scenes you can start from [1]. Those shows how to setup basic or custom material, procedural geometry, particles, raymarching, states & events, computer vision. There are examples for every taste, and more to come.

Even though the visual editor is not open source, the core library is [2]. So if you are a coder and would like to add nodes to your projects, you can perfectly do so, via the plugin system [3]

It is inspired by visual effects tools like Houdini and Nuke, which I've used for years when working in films like Gravity, Avatar and The Martian. One of my goals is to bring the power of those tools to the web.

Finally, this is all from bootstrapped effort, I'm not a funded company, so I'll take all the support and love you're happy to send my way! While the app is free to use for unlimited time, I encourage you to purchase a license, it's a lifetime one with 12 months upgrade (similar to jetbrains IDE) and you'll always own your files. There's no tracking (except for one license check when the app starts), no lock-in. And it's currently at a reduced price.

[0] https://twitter.com/fradingue/status/1634604273433563137

[1] https://polygonjs.com/docs/examples

[2] https://github.com/polygonjs/polygonjs

[3] https://polygonjs.com/docs/plugins

frading··on Show HN: Replicad, the Library for CAD in the Browser
I'm very glad to discover this. I'll be evaluating shortly if I could/should integrate it in my procedural design tool Polygonjs ( https://polygonjs.com )
frading··on Ask HN: Share Your YouTube Channel
https://www.youtube.com/@polygonjs

It's a channel where I showcase 3D WebGL works and tutorials made with Polygonjs[0], a design tool I created.

[0] https://polygonjs.com

frading··on Imagine 3D: a new way to create 3D with text
Is it (or do you plan to have it) accessible via an api?

I'd love to try and make it usable in Polygonjs ( https://polygonjs.com/ ), so it could be part of a non-destructible workflow.

frading··on Awesome Node-Based UIs
Thanks a lot!
frading··on Awesome Node-Based UIs
I invite you to add https://polygonjs.com, which is fully node-based (I'm the author). You can create procedural geometry, shaders, behaviors, with just nodes.

It is inspired by Houdini/Nuke/Unreal. The main engine is open source ( https://github.com/polygonjs/polygonjs ) and there are more and more examples ( https://polygonjs.com/examples/ )

(edit - oh, it was already there! thank you!)

frading··on Ask HN: When is a node based GUI a better choice than code?
Just like everything, "it depends". When creating websites, where it's only or mostly about logic and sending data around, I much prefer writing code. But as soon as there is a visual element, a visual tool is crucial.

When I used to be a VFX artist, we were using Houdini, which gives as much power as writing code, but with instant feedback and the ability to quickly iterate. This software has gained popularity over the years because it makes you so efficient. You get the same power as code, with added speed and no friction. Exchanging ideas and setups with your peers is so easy.

It's based on those principle that I think the 3D on the web is still lacking this kind of tool, and the reason I'm building polygonjs [1], a node-based editor, which takes inspiration from Houdini/unreal and others and bringing this to javascript.

And the debate of code vs node-based is very subjective. Always interesting to hear people's take on why they love or hate it.

[1] https://polygonjs.com

frading··on Ask HN: Are you leaving Heroku?
I moved to https://render.com, and it works pretty well so far
frading··on Thoughts on future 3D content creation apps?
I'm sure there are multiple next steps possible in parallel, but one is most likely that those apps become accessible in a browser with just a click. That's my approach with Polygonjs ( https://polygonjs.com )

It's also interesting to look at how those apps have evolved over the last 20 years to get a sense of where we might be in the next 20. For instance, even though Houdini has always be a very open package, it's user base exploded when it explicitly created Houdini engine to integrate with Maya/Unreal/Unity. So integration is a key factor and we can hope to see apps become even more interchangeable.

Marketplaces, like blender's ( https://blendermarket.com/ ) or Houdini's ( https://www.orbolt.com/ ) will also grow, increasing collaboration between artists and developers, just like github increased collaboration. That should be accelerated as teams become more and more remote-only.

Then I'm curious to see when AI will make a dent in 3D creation, just like we have seen for 2D works with midjourney. Maybe there will be a github copilot for 3D?

And maybe in 10-20 years, we'll arrive at a combination of those items, as in an AI powered marketplate that guesses tools the community may need.

frading··on Ask HN: Burnt-out, directionless but want to turn it around
Trust me they don't.

I've had all sorts of gaps in my career. 6 months, 1 year and more, to explore different domains. I'm in computer graphics/front end, pretty fast paced.

Nobody ever asked.

Please, never feel guilty about taking a single month off. If your body needs rest, you need to listen to it.

frading··on Thoughts on a new 3D DCC app?
My take is that those apps will be designed to create interactive experiences. At least that's the direction I follow with the one I create ( https://polygonjs.com )
frading··on LunchboxJS – Vue 3/Three.js custom renderer
Polygonjs [1] (disclaimer, I develop it) is for vanilla js, but also has components for vuejs [2], react [3] and react-three-fiber [4]. The goals are to provide a higher level api than threejs, and also to not be restricted to a single framework.

[1] https://github.com/polygonjs/polygonjs

[2] https://polygonjs.com/docs/integrations/vue

[3] https://polygonjs.com/docs/integrations/react

[4] https://polygonjs.com/docs/integrations/react_three_fiber

frading··on Ask HN: Can you share websites that are pushing the utility of browsers forward?
This is spendid. I've used other tools to spot the ISS previously, but this one makes it so intuitive. Great job.
frading··on Ask HN: Can you share websites that are pushing the utility of browsers forward?
Polygonjs [1] uses WebGL (via threejs [2]) pretty heavily. It allows you to create interactive WebGL experiences, without coding, only by connecting nodes. So you can set up geometry processing, particle systems, custom shaders or object behaviors.

[1] https://polygonjs.com

[2] https://threejs.org/

frading··on Ask HN: What is something exciting you're working on?
I've just released a WebGL experiment that uses music to animate particles. It's meant to be exciting to both watch and create (the music - not composed by me - is pretty epic).

https://polygonjs.com/particles-music

And it's done with a visual node-based editor I'm working g on. Here is a tutorial of it in action.

https://m.youtube.com/playlist?list=PL2WfjN_pVGgj32-ZJc_VNaZ...

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