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Browser-based client #71

@DVLP

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@DVLP

Really cool project! The biggest advantage of procedurally generated textures is they can take merely kilobytes compared to megabytes of prerendered textures. This means a browser-based enviroment can benefit from these immensely. They can make browser games, galleries and other 3D enviornments load 10x faster and use less bandwith of the creator's CDN. I've been working on a browser-based game engine for a while and the textures have always been an issue(even when using webp with client-side transcoding, they're still the heaviest element). I see that there's a branch converting the whole project to Qt but what about going the other way? Considering the project is already running in Electron would it be complicated to transform it into a fully browser-based solution utilising WebGL/GPU? It would be cool to have something like ShaderToy but for procedural textures plus integrations with different environments i.e. Three.js or Blender to load the textures directly from a link in development and bundle them in production.

P.S. .kkrieger was too far ahead of its time but the progress in the browsers' tech enables client-side procedurally generated textures to be something practical now.

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