@jsulpis Profile picture

Julien Sulpis

@jsulpis

💻 Front-end engineer & speaker @ZenikaIT 💡 exploring WebGL, CSS and JavaScript to build engaging UIs 🦋 jsulpis·dev

Joined May 2017
Similar User
Flavien Normand photo

@Supamiu_

Mathieu Mure photo

@MathieuMure

akella photo

@akella

Babylon.js photo

@babylonjs

Locomotive® photo

@LocomotiveMTL

Mickael Alves photo

@CruuzAzul

Antoine Caron photo

@Slashgear_

Olivier Huber photo

@olivierhuber

LyonJS 🦁 photo

@LyonJS

Lucas AUDART photo

@Slocalyy

Zenika Open Source photo

@ZenikaOSS

Robert Borghesi photo

@dghez_

Etienne I. photo

@PopsIDX

Marie Viley photo

@marie_viley

wziko photo

@_wziko_

Pinned

Little update on my #GLSL planet shader: I borrowed and adapted a few textures from the @NASA to display our home planet 🌍✨ It's made with ~12kB of code and should be smooth on most devices. Next steps: find more textures to display other planets 😊 ⬇️ Live demo and links :


I spent way too much time making sure that the playground for the examples looks good on all screen sizes. Yes, even the absolute evil landscape phones ☠️ #buildInPublic

Tweet Image 1
Tweet Image 2
Tweet Image 3
Tweet Image 4

It's starting to look good 😊 I wanted to have many little examples like in the Three.js docs, but where you can directly see and edit the code. I made this with Sandpack and I think it's good enough for now. Maybe one day I will try to add autocompletion with the Monaco editor


OK I think the documentation is done 🤡 What would you need more ?

Tweet Image 1

Julien Sulpis Reposted

🎉 LyonJS 💯 , la conférence by LyonJS arrive ! 🎉 Pour célébrer notre 100ème événement, LyonJS organise une journée de conférence ! 🎙️ Nous avons déjà 80% de nos sponsors 📅 Si tout se passe bien, la billetterie ouvrira le 6 décembre pour un événement le 21 février. 🎟️

Tweet Image 1

I learned the existence of anisotropic texture filtering, that reduces the blurriness of the textures caused by mipmaps. I will make sure to integrate that feature in useGL 😉

Tweet Image 1

Still working on the DX of useGL, I guess removing code from the demos is a good sign 🎉

Tweet Image 1

What the... 🤯

By using an InstancedMesh, each firework can be placed at a separate location. A color instanced attribute is used to allow for unique colors, and a startTime attribute determines when each instance goes off. All of these fireworks together are a single draw call 🤯



Request for Comments ! 📣 The main "hook" of my upcoming lib, useGL, was originally called "useWebGLCanvas". You give it your canvas, shaders, uniforms etc. Now I think "Web" is unnecessary. But I don't like "useGLCanvas". Maybe... "useGL", like the lib ? 🤯 What y'all think ?

Tweet Image 1

In case this platform eventually collapses, you can find me where the tech community seems to be heading : 🦋 bsky.app/profile/jsulpi…


Loading...

Something went wrong.


Something went wrong.