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hmans avatar hmans commented on July 20, 2024 2

If you have anything that you're willing to share, I'd be very happy to see it! The most important thing three-elements needs at this point is people building cool stuff with it and opening issues for the things that didn't work (or didn't work as well as they should have). I will also add a section to the website at some point with links to cool things built with the library, but at the moment it would be depressingly empty, and I don't have the time to work on demos right now (since I'm also working on that other project that three-elements was extracted from. I think it's going to be a good demo, but it's not ready yet.)

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hmans avatar hmans commented on July 20, 2024

🙏 Thank you! I'm releasing 0.2 tomorrow, with -- finally -- an official ("official") announcement post. I'm excited!

With regard to setAnimationLoop, I will look into it! It shouldn't be a big change, and I'll need to do it either way, since the project I'm working on aims to have a dash of VR support down the road.

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hmans avatar hmans commented on July 20, 2024

Threejs require the use of setAnimationLoop for WebXR content, so maybe that could be the default when autorender is enabled?

I don't have a lot of practical experience with using sAL instead of rAF. From the outside, it sounds like I could feasibly use sAL all the time, instead of queueing my own rAFs, even if the application does not intend to actually do any XR. Does using sAL have any drawbacks? I did see that in the Three.js source it directly interacts with WebXRManager.

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okydk avatar okydk commented on July 20, 2024

Yes, I think sAL is future proof. Simply seems to be an internal wrapper for selecting appropriate render mechanism on different platforms.

Exciting! Looking forward to read it. I'm actually making a little board game with three, and have just swapped in three-elements - works flawlessly with my Vue workflow! Now I'm only concerned that it's too easy to manipulate. 😂

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