[x3d-public] Python authoring/mesh editing; Web3D TypeScript engine
John Carlson
yottzumm at gmail.com
Mon Feb 12 01:19:22 PST 2024
Sorry for more posts.
Other choices are pygfx+trimesh and Panda3d. pygfx is like Three.JS, but
in Python and is supported by webgpu packages. Panda3d uses older shading
languages, it looks like.
Searching the web…
A TypeScript WebGPU Web3D engine. Beta! Runs in Chrome/Edge 113+ right
now. Not tested by me.
https://github.com/Orillusion/orillusion
Kotlin and webgpu:
https://github.com/kgpu/kgpu
I think I will probably work on creating a renderer using pygfx that
renders x3d.py subclassed scenes. I will focus on authoring
PyIndexedFaceSets, PyGroups and PyTransforms first, which hopefully will
satisfy my use case. Ultimately, I will view the functions as compatible
with x3d.py (with some work). I don’t know about events yet.
Anyway. I’m trying to keep up with WebGPU, etc.
I’m favoring non-web renderers right now. I realize that JavaScript support
will be minimal. Ultimately, I’ll move towards Script nodes.
Hopefully all the webgpu stuff will be integrated into Modular Mojo at some
point.
A big question at this point is, does x3d.py support parent nodes in the
scenegraph?
Thanks!
John
On Mon, Feb 12, 2024 at 1:03 AM John Carlson <yottzumm at gmail.com> wrote:
> I’m thinking of porting my multiuser Java/JOGAMP mesh/line
> editing/authoring system to something compatible with current Python
> (3.12?) and Vulkan or WebGPU compatible. X3D import/export would be a
> bonus!
>
> Right now pyOCCT, pythonocc and OCP are candidates, but I have no clue how
> they handle my use case.
>
> I wil probably choose random colors for the vertices, so color editing is
> not currently required. I want to create points, segments, triangles,
> quadrilaterals and more general polygons.
>
> Thanks any for feedback!
>
> John
>
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