[HN Gopher] Marimo: Interactive Fluffy Ball
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Marimo: Interactive Fluffy Ball
Author : memalign
Score : 154 points
Date : 2024-03-23 21:23 UTC (1 days ago)
(HTM) web link (oimo.io)
(TXT) w3m dump (oimo.io)
| memalign wrote:
| Source code: https://github.com/saharan/works/tree/main/marimo
| imadr wrote:
| I spent 10 minutes playing around with this
| https://oimo.io/works/water3d/
| tetris11 wrote:
| The website itself is reminiscent of the Flash interactive
| portfolios that people used to have. I really miss this style
| of presentation on the web.
| rzzzt wrote:
| Ferry Halim's Orisinal and Andre Michelle's demos spring to
| mind.
| jasonjmcghee wrote:
| The one with water and cloth is cool too
| https://oimo.io/works/cloth2/
| glandium wrote:
| FWIW, Marimo is an algae that can be found in Japan and looks
| like a moss ball... just like that interactive ball.
| tjpnz wrote:
| I've got the real one on my desk. Will probably be dead before
| it grows into anything resembling that.
| liveoneggs wrote:
| rotate it every week
| edoardo-schnell wrote:
| I'd really like to see integrated the accelerometer to interact
| with it
| chiubaca wrote:
| I thought this was a three.js demo but it's actually built with a
| language called haxe [1]. I've never heard of this language
| before and looks really cool. Makes me want to play with it!
|
| [1] https://haxe.org/
| razemio wrote:
| I developed a lot with haxe and openfl back in the day when
| flash got killed. I wrote my bachelor thesis about an automated
| converter from as3 to haxe. It was a blast. Ported several
| projects within hours instead of weeks to native webOS, iOS,
| Android, Windows, Linux, OSX and Html5. Highly recommend. It is
| fun language especially for native game development. Issues I
| had where the "final steps". Like on screen keyboards ,
| different aspect ratios of devices (especially android),
| performance issues which where not the fault of haxe but
| incredibly bad designs in several projects I ported and several
| other things one wouldn't think about. It is NOT plug and play
| with haxe but you have the freedom todo whatever you want.
|
| Also shout-out to the maintainer of openfl and several other
| projects. I think he was called Joshua (still remember the name
| even I haven't touch haxe in over 10 years). Without this guy,
| haxe would be half the fun.
| sriram_malhar wrote:
| It is remarkable that haxe has been chugging along for 19+
| years now. Every time I am drawn back to it (as now), I feel it
| has all the fun and solid features I want (cross-platform,
| algebraic data types, low syntactic noise). And I feel guilty
| that I am not paying attention to it because "it is not
| popular". That changes today!
| Joel_Mckay wrote:
| haxe has been around for awhile, and was more popular prior to
| Unity 3D and 3rd party App store deployment viability.
|
| Porting for cross-platform deployment is such a pain, that many
| people just don't bother anymore. Have a look at Steam titles,
| Unreal Engine and xbox developer programs. Some of these paths
| do streamlined content deployment well... And usually it is not
| going to cost you anything until you hit $1m revenue (UE has
| remained popular for good reasons).
|
| Start small, fail quickly, and document a deployment pipeline
| that works for your use-cases. Also, study pre-baked lighting
| and texture techniques like a monk if you want high fps later.
| Most avoid particle cloud VFX, hair physics, and complex water
| surfaces. Complex physics like liquids are usually faked with
| baked procedural textures, lighting caustics, and or meshes
| from a liquid/fire/explosion sim or VDB.
|
| I'm not suggesting I know what I'm talking about, but recommend
| having a look at what other people used on gamedev.tv . We are
| not affiliated with their group, but in my humble opinion the
| courses by Grant Abbitt have helped the Asset artists a great
| deal with basic low-poly design workflows. Blender is still
| terrible, but have a look at "Auto-Rig Pro" UE export tutorials
| (limb volumetric preservation with secondary deforms), "Draw
| Xray" and "Tesselator" for quadrilateral re-meshing. =)
|
| Some Assets benefit from post-processing with free Windows
| programs like xNormal for baking, and Instant Meshes for auto
| field-aligned topo meshes.
|
| Finally, avoid anything AI related until the global copyright
| laws reach a consensus opinion of ownership. i.e. it could end
| up poisoning your project with a submarine copyright violation.
|
| Hope your team builds something awesome and fun, =)
| Solvency wrote:
| What's the gotcha here for why it isn't better known? I've used
| Processing, Unity, Godot, hell I even played with Ember C++.
|
| Never heard of this til now. Any major drawbacks or
| limitations?
| liveoneggs wrote:
| Papers Please (The game) was written in haxe
| wavemode wrote:
| When I was using it (a long time ago) I considered it pretty
| solid, as far as game development goes (though you're not
| going to find a ton of libraries outside of that niche).
|
| The only thing I remember disliking was that, it has a lot of
| backends (it can compile to Python, PHP, Lua, Java... lots of
| things) and some of them are well-maintained whereas some are
| barely used and rather buggy.
| cainxinth wrote:
| https://en.wikipedia.org/wiki/Koosh_ball
| marginalia_nu wrote:
| https://en.wikipedia.org/wiki/Hairy_ball_theorem
| Razengan wrote:
| These kinds of toys will be pretty fun in an AR space, once
| lightweight glasses and haptic feedback becomes commonplace :)
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