(kevs3d.co.uk)
There were two things in particular about the landing page that caught my eye: 1. Views that only render when there’s something to update (this is especially important for financial/trading dashboards when there are 8+ chart views open all day long and no way to afford 60fps render loop chewing up the GPU without any data). 2. Errors in option validation designed specifically to inform coding bots what to do.
Now, as far as `TIMESERIES` and `SURFACE` chart types go, how effective is `tween` when it comes to updating geometry buffer in live stream mode (e.g. adding new candle/bucket in real time)?
One thing I noticed is that the "hover" functionality in most of the demos doesn't behave well on mobile. Taps don't stay active for long after interacting with something. Not sure if this is intentional or just a browser compatibility quirk (Fennec on Android 17). Happy to make a contribution if it should be a little more persistent!
Even most comments in the code look exactly like my Claude output!
I guess they've must have trained on your codebase or something!
Shopify recently posted how they are getting rid of libraries if you need a name associated with the fact that they are no longer needed. Ask an Ai to make a nanite type engine and 1-2 hours later you’ll have it. Ask for some some other tech and it will do that instead. Ask it to optimize and it will test and find solutions
- we got our coordinates x and y increasing towards the right on the screen and bottom respectively
- but we imagine 3d items as having a 0,0,0 at the center of the screen where x increases towards right, y increases towards top and z increases if you smashed your head inside the screen
- z is 0 at your eyes? and negative behind your head?
- then you apply a transform for this stated effect
- and you wanna calculate the projection of this fictional 3d object on 2d in your screen?
Notably I have to use Chrome on Linux because Firefox doesn't provide it out of the box. It still crashes a fair bit on Chrome.
WebGL2 runs on toasters.
Why do you need WebGPU when WebGL2 is enough?