Don McCurdy
Don McCurdy
Hm. On https://www.npmjs.com/package/gl-matrix I see NPM claims the package has types from `@types/gl-matrix`. But on https://www.npmjs.com/package/@types/gl-matrix I see "gl-matrix provides its own type definitions, so you do not need this...
For the time being I'm working around this by adding an additional `*.d.ts` to my project: ```ts declare module 'gl-matrix/vec4' { import { vec4 } from 'gl-matrix'; export = vec4;...
@danielszh AABB is helpful when two bodies are distant, and you want to quickly verify that they're not close enough to bother examining closely. Where your FPS is dropping, the...
The more geometry you have in your simulation the more expensive it will be. Especially if that geometry cannot be simplified to a convex hull or simpler shapes, which are...
Doesn't seem like bad form IMO, but you could arguably do the same more easily with just a primitive: ```html ``` This way you can use `position`/`rotation`/`scale` on the GUI...
Ok! Yeah either way seems reasonable, this looks cool. About inheriting the parent's transforms, you can avoid that (with either syntax) by having the GUI object added to `el.sceneEl.object3D`, so...
Thanks @zeux! It's a huge credit to your work on the meshopt decoder that Web Workers haven't been necessary for most use cases so far. E.g. when a 5 MB...
Related: - https://github.com/mrdoob/three.js/issues/13288 - https://github.com/mrdoob/three.js/pull/16687 I think the issue remains that three.js implements skinning in world space, which means floating point precision is worse for positions much further from the...
Hm. If we believe that skinning should be performed in a local space, then which local space? I'm not sure that the local space of the SkinnedMesh would be the...
It may be the joints rather than the mesh that have a large displacement. In the case of VRM or glTF I think it's more likely the joints; skinned mesh...