Replies: 84 comments 286 replies
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I'm creating individual branches of the repo for each creator, which is where the majority of your work will happen. The master branch will likely combine all of them and eventually host the "main" extension (whether it is an existing extension, a combination, or something new) |
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I've also decided I'm going to change how the repository is organized, it should be very clear for you guys and all in the main branch |
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Oh here's the zip @Brackets-Coder |
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Also, it might be wise if all participants clone this to their local machine for easier development, but I'm fine if you keep your current workflow and just paste new versions in here honestly |
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I'm also working on several other projects (notably a MIDI visualizer and a path tracer) so I'd like to make it clear that I can't spend all of my development time working on this project. I also want to make it clear that I don't want to "carry" this group project or be it's "leader"; rather, I was thinking of everyone working together. So, if it seems as though I'm taking initiative, it's not because I want to assume authority, but rather because I want to encourage everyone into developing an awesome extension together. Hope you guys understand |
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I've added a "scratch" folder which is the blank version that we will develop in should we choose to start a new extension. I've added a basic template of the class and loading THREE.js from JSDelivr but other than that it has no blocks and is very minimal: |
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In observance of Christmas I will be entirely inactive tomorrow. |
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@Drago-Cuven I can see that your extension also uses a drawable skin/stage layer for three.js rendering, as does mine and Vadik1's Simple3D. While this certainly is a better renderer in the long run, it does raise problems with things like OrbitControls that require interaction with the three.js canvas. Also, the attempt I made for the stage layer was quite unoptimized and fluctuated wildly in framerate I still haven't tested both of your extensions fully so when I do things will become much clearer as to a path forward, but just a thought, we could replace Civero's renderer with Drago's, use Drago's extension and leave it there, or use Drago's renderer in a brand-new from-scratch extension... |
On second thought, I will also be entirely inactive today and the 26th |
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It's not, but cst's extension is my insp for doing sprite modes. I didn't
use his code cus I made this as a sort of test of what I can do after
learning more js from miyo
…On Wed, Dec 24, 2025, 9:08 AM Civero ***@***.***> wrote:
Tho, your code for adding a rendering layer is really useful
I managed to add it to our test.
image.png (view on web)
<https://github.com/user-attachments/assets/645571a3-e4aa-40ac-9d08-aed7c3a51bfb>
Is it from the cst extension? Do we need to give credit to cst?
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alright, heavy suggestion, we need to make our own layer for the 3d canvas and it NEEDS to be at the bottom so its below the sprites AND pen. Assuming we go by my method and start off with a "vanilla-like" 3d extension, we add a 3d pen and include a stamp 3d canvas and a 3d canvas dataurl reporter, so that at any point a person can draw it instead if they so please. |
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internal loop that renders. also, the ability to hide the canvas so that it
still runs despite not showing on screen.
if you look at my ext you can see the options for that
…On Thu, Dec 25, 2025 at 4:28 AM Civero ***@***.***> wrote:
... when
Are we thinking of a "render scene" block? Or have an internal loop script
that renders and more?
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What do you think of my ThreeSkin class? |
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Once we have enough framework to work with for the objects, I'd like to start the development of the scene editor website if ya'll don't mind. |
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Can I publish my version of the extension? I tought to ask permission since everyone has contributed. |
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@Civ3ro I haven't looked through or tried all of your version of the extension yet, but as of right now it looks promising with minor revisions. As for physics and VR, such features are different enough to warrant separate extensions. I've been slacking in getting my VR extension finished, and it's very unpolished right now. But I think having an API or framework to integrate them together would be beneficial. It runs on A-frame (which uses Three.js) so I could add some kind of detection logic to make the renderer directly hook into the Three.js extension if present instead of having a sketchy texture-mirroring setup. As of right now the feature list looks complete enough to begin the development of a scene creation software. The question is whether we should integrate it directly into the extension (such as seen in the shader editor in Pen+ V7), directly into the NitroBolt editor (via the creation of a "Scene" tab when the extension loads), or on a separate GitHub pages site—the latter I think being the most viable and flexible option. When I get your opinion on where it should be developed I suppose I'll start working on the frameworks to make it possible. Again, sorry I've been too busy to make working on this extension with you guys a priority, I'd like to get back into it more as my schedule allows |
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Go for it
…On Thu, Mar 5, 2026, 10:17 AM Brackets-Coder ***@***.***> wrote:
@Drago-Cuven <https://github.com/Drago-Cuven> @astruegenius
<https://github.com/astruegenius> if you don't mind I can make this repo
public.
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Heads up everyone, I just created a branch protection ruleset. This hopefully won't hinder progress but may require you to have a pull request to change anything. I haven't restricted the creation of new branches and only required PRs for the default branch. Just trying to keep everything a bit more organized. I also made it so that 2 reviews are required before merging. Again, hopefully this does not hinder progress—the intent is to provide constructive criticism to make code better and provide alternative opinions! Let me know if you don't like this. I haven't added any contributing guidelines or requirements other than reviews so hopefully it shouldn't intrude too much |
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Also, you should see a new PR and branch for the scene editor. This is WIP as of now and only has orbit controls and a grid. Hopefully this helps you guys out a bit more! |
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Wow, @Civ3ro you've been locking in the coding zone and grinding out stuff |
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Hopefully I can start working on this again later today. Somebody remind me please in like 7 hours. |
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@astruegenius @Civ3ro @CubesterYT @Drago-Cuven I'm charging the Oculus... I'll see what I can do to fix the bug, and maybe I'll start working on the three.js integration shortly after the rendering glitch is fixed Basically I was upset because there were one of two options:
You couldn't start with both the display appeared and the controllers connected. To connect the controllers or make the display appear you had to press the oculus button and then press it again to go back into the experience. Unfortunately I think I'm going to have to resort to option number two because it's currently a known browser limitation that controllers sometimes don't connect immediately. Many WebXR experiences already have this issue, so I'm probably just going to go back to that version of the extension and do a quick refactor to get it merged. Since the extension runs on A-frame adding three.js support likely not be difficult at all, the hardest part will probably be managing the two different three.js instances |
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I have since switched to Linux and use WiVRn. Any tips on how I should make
it work with that?
…On Sat, Apr 4, 2026, 2:49 PM Brackets-Coder ***@***.***> wrote:
@astruegenius <https://github.com/astruegenius> @Civ3ro
<https://github.com/Civ3ro> @CubesterYT <https://github.com/CubesterYT>
@Drago-Cuven <https://github.com/Drago-Cuven>
I'm charging the Oculus...
I'll see what I can do to fix the bug, and maybe I'll start working on the
three.js integration shortly after the rendering glitch is fixed
Basically I was upset because there were one of two options:
1. The display starts black, but the controllers connect immediately
2. The display starts correctly, but the controllers are not connected
You couldn't start with both the display appeared and the controllers
connected. To connect the controllers or make the display appear you had to
press the oculus button and then press it again to go back into the
experience.
Unfortunately I think I'm going to have to resort to option number two
because it's currently a known browser limitation that controllers
sometimes don't connect immediately. Many WebXR experiences already have
this issue.
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Hello everyone! Sorry I haven't been as active around here lately. The past few weeks have been really busy but I'm mostly out of the busy schedule. However, I'm starting some new commitments/projects (as usual) so I don't think I'll do much writing code here. I don't want to be that guy that commits to a group project and slacks while letting everyone else carry. I'd be happy to help with optimization and give reviews. If you guys need anything, just @mention me. I'll probably be writing a few things here and there but from what I've seen in the block list recently we have most of the features completed that I would want in a three.js extension. |
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@astruegenius @Civ3ro @Drago-Cuven |











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