#Animating a Scene
16 messages · Page 1 of 1 (latest)
here's a mini event layer in vanilla with click and pointer over/out https://codesandbox.io/s/basic-threejs-example-with-re-use-dsrvn but the question is if that's even feasible to continue because 95% of the code and effort will stupidly revolve around pointers and bubbling, not your star system.
pair threejs with react and you can write your project under 5-10 minutes. https://codesandbox.io/s/basic-demo-rrppl0y8l4
I guess, I'll do that at last
I sadly only have minor programming skills, so I guess I'll have to dig me into this
threejs journey is a good entrance if you can afford it
but whatever you do, with vanilla most of the code you'll write has nothing to do with three, it's mostly boilerplate that you will repeat over and over again, re-inventing the wheel. it's not fun having an idea and being blocked by silly monkey work, like dom event bubbling 😛
I mean as a student I dont have money, but some spare time...
I guess I'll have to learn a lot lol
In the docs there is a "EventDispatcher", wouldnt this be useful or Am I misunderstanding it?
no, its just pubsub subscriber
it can fire arbitrary events, orbitcontrols for instance fires "start" "end" and so on, but it has nothing to do with dom pointer events
Ah! So it's more for like backend stuff?
I'll look up some tuts on react and threejs and if it's okay for you, I would let you know if I'm struggeling somewhere
it is just a subscription mechanism for arbitrary events of any kind. any class can use or implement it and shoot random events
https://codesandbox.io/s/basic-threejs-example-with-re-use-dsrvn?file=/src/index.js&resolutionWidth=281&resolutionHeight=675
In here, you have a parameter "e" on some methods what does it do?