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javascript/webgl demo
xplsv/obsidian
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..________ ..__ _______\ \ ________ _____.. -- \ \_____ \ \ \ _\..___ ____ / / - -- / / _/_ \ \ \ \ \ / -- - /____/\ \ \_______\ \__..__\ \____\ / --- \____\____ \ \ \_ \_________\/______/ .. .. \_______../ ++ --- --- obsidian by xplsv --- --- --- --- code: mrdoob x three.js direction: trace music: om unit x lorn --- --- --- --- blah blah blah... --- --- --- --- This time I challenged myself to see if I could do a demo with just my ARM Chromebook. Not being able to "launch" ChromeOS with the --allow-file-access-from-files flag made things a bit harder. That means that I couldn't use textures or models. Luckily three.js nowadays have a fair amount of primitives to play with. It was also a great excuse to improve frame.js, which is a sequencer and editor I started back in November. https://github.com/mrdoob/frame.js So, initially I wasn't really planning to do anything for Euskal. But just as I arrived I learnt that Navis was going to release so, even if I only had 2 days until the deadline, I decided to go for it. Some months ago I found this great track by Om Unit and Lorn and I kept it on my folder of potential demo tunes. I decided to use that one because it was the shortest in the folder, even if I was scared of "wasting" it by doing a crappy demo. The process was like with "Or so they say..." once again. I had no idea what the demo was going to look like. So I started building the first scene aiming to get something that matched the tune's mood. Took a while but in 3 or 4 hours I had the first part - that's 13 seconds done, 227 to go. Then, somehow, I came up with the idea of the always changing sphere that suited this rhythmic sound in the tune - probably influenced by the intro of Masaaki Yuasa's Kaiba. The tune also felt like something was travelling, so I went with the classic idea of making it travel through a tunnel. The process continued for the whole day until I called it a day. I had 2 minutes filled (until the end of the title part) and 2 more to fill the next day, so that was encouraging. Initially my plan was to do random scenes and just sync them with the music - like most of demos are. But I seemed unable to do that, once I finished a scene I had to find a good way to follow it. As if I was forced to tell a story. I struggled a bit more the next day with what to do when the spheres collided. Actually, the idea of the colliding spheres came the second day, so I spent a long while improving what I had and running out of time for the last 2 minutes. Anyway, again, after I had the collision I guessed the obvious thing would be doing some sort of explosion. But I couldn't stretch that idea for too long. Luckily then the idea for the city (another classic) came up and I wondered if I could stretch that part for a whole minute. Turns out it worked pretty well with the tension that tune has at that point. I did most of the work at the hotel because the party place has become a meme-con and is impossible to do anything there. I was expecting the deadline for demos to be around 5pm on Saturday so I went to finish the demo at the party place. The deadline was at 12pm and they were pretty strict about it and I got disqualified (spain is different). I finished in time for the demoshow and I got to enjoy it on the big screen. So did the 6,000 at the party place (even if they have no idea what this is all about. I also proved myself that I could do a demo with that laptop and I couldn't stop to be amazed how this little device had pretty much the same power the big computer I used to carry around for parties 10 years ago had. Requirements: Any browser with WebGL support. Also runs on Chrome for Android but it runs at about 2fps on a Galaxy Nexus. I may try to optimise a few things. Software used: ChromeOS, Text App, frame.js editor - mrdoob & trace.xplsv --- --- --- --- More info? --- --- mrdoob: http://www.mrdoob.com trace: http://trace.xplsv.com om unit: http://soundcloud.com/omunit lorn: http://soundcloud.com/lorn --- --- --- --- xplsv.com 2013 --- ---
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