Anything I did wrong ? I think I gave your library all the credits it deserves by naming it in the title and providing details where the used parts came from in the comments below.
Or is it that I used the most trivial particle rendering ? :)
I did the original WebGL Globe (texture, atmosphere shader, interaction, ...). Just sounded like you were taking credit for the overall aesthetics. As far as I can see, aesthetic-wise the difference is that you didn't pass the height for the cubes.
I don't really mind though, the whole point was to get people to use the platform. Just found it funny :)
I see. Well quite some work went into upgrading the globe.js to Three.js rev 56 (API changes and debugging related errors) and the integration stuff (creating the geo data) under the hood. Plus using particles instead of the cubes (which was rather easy). So although it still has definitely a lot from your version (globe and three.js) it's definitely not just a cheap and quick copy for ripping off credits ;) That's why I appreciated the comment. Consider a big part of the credit as yours :)
Just a side-node: the API docs were the biggest obstacle in the whole process. W.r.t to platform usage I think this would be one of the top prio things to get even more people using Three.js.
So how much of this is open source and available? I can see lots of uses for something that looks this good and to which you can overlay your own information.
To be fair: I took one of the Google Chrome Experiments (can't find the exact demo right now but here's where they are hosted: http://www.chromeexperiments.com/webgl/), stripped it down, customized it (using particles instead of animated lines) and pump the geo data into the globe.
So I'd say with Three.js, Google's code for the Globe it's in the end just a couple of Javascript lines for the page and the customization of the globe. I'd say 98% is open source from a technical perspective.
Hmm. I think a component would be possible but then it would be rather "static". Customizing it to your needs would most probably mean changing code in most cases ...
Absolutely. I had the same thought when checking with my Nexus S. Not sure how easy/difficult it is to implement though as touch events are always a bit different than mouse controls.
Anyone interested in building something based on this should think twice. I just started building my own version of the globe and it has crashed my computer twice already. (brand new macbook pro retina using chrome). Something related to chrome and this webgl isn't playing nice together. Force quit doesn't even save it. Needs a hard reboot.
Macbook Pro 2012 here. I only experienced one issue which is somehow similar and caused by resuming from sleep when the webgl tab is still the active one. Then Chrome and everything else from MacOS will hang for 1 minute until Chrome figures out that WebGL crashed. But I do not have to hard reset for recovery. Just wait a minute....
Just happened to me as well a few seconds ago (I actually had even 3 instances open in the background and no sleep/hibernation involved). But again just waiting for about 1 min finally led to a responsive system again.
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I don't really mind though, the whole point was to get people to use the platform. Just found it funny :)
Just a side-node: the API docs were the biggest obstacle in the whole process. W.r.t to platform usage I think this would be one of the top prio things to get even more people using Three.js.
Would be wonderful if IE supported WebGL so these features could find their way into more apps.
So I'd say with Three.js, Google's code for the Globe it's in the end just a couple of Javascript lines for the page and the customization of the globe. I'd say 98% is open source from a technical perspective.
Also I would really like to see the "address network", e.g. lines between the dots.
Plus real-time push visualization using node.js and websocket...
- left-button and mouse move = rotation
- mouse wheel = zoom in/out
It happened to me one or two times that I thought the same because the dark color of the sea looks somehow more solid than the continents.
If it's really a rendering bug could you share a screenshot ?
I always close the tab before closing the lid.