W
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A micro WebGL2 framework with a ton of features
Hi guys, here Valerio from twitter. Nice repo. I've just moved the project to a modern JS implementation using the OOP approach. In this way we can hide to the...
As far as I can tell, the `setState` function (https://github.com/xem/W/blob/gh-pages/w.js#L131) only uses the `state`, `type`, and `texture` parameters, and *does not use* `i, normal = [], A, B, C, Ai,...
### Background ESM (modules) are the future; they let developers handle dependencies without polluting the `window` scope. ### Improvements * Create a `w.esm.js` build that uses `export default W` ###...
I don't know how to implement a raycasting using W, there is some functionality to assist with raycasting?. [Raycasting](https://en.wikipedia.org/wiki/Ray_casting) is used for mouse picking (working out what objects in the...
Changes to `w.js`... * See https://github.com/xem/W/issues/28 * I'm also setting the `m` property to `M` if it exists, which hopefully doesn't have any undesired consequences. It seems that `M` is...
Continuing the discussion from https://github.com/xem/W/issues/22#issuecomment-1928896989 ... It would be good to have the compression process in the repo, so that any changes could compare the minified/zipped size. As a micro...
While working on a game with a larger number of vertices, I found there was a performance bottleneck that was slowing down the rendering. When I investigated in the Chrome...
The near and far values (the min and max values for the camera's frustrum?) are hard-coded to 1 and 1000. It would be useful to be able to adjust these....
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